Sable Company Elite Marine

Corindus Droven's page

379 posts. Alias of vayelan.


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Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3
DM Azure_Zero wrote:

I've taken some time this weekend to think and ask questions to myself about the game and have decided I'm not doing the game the service it needs and no where near enough to what the players deserve.

As I've been running games on these boards for nearly 10 years straight, and the battery is running on critically low levels.

So I'll be going on hiatus for a year or two to recharge.

I understand. Self care is important, so you have to do what you think is best.

Thank you for taking us on a great adventure.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Just discovered that my post actually didn't go through. My apologies.

As the tense standoff continues, the sheriff struggles to get a better read upon his adversary.

Sense Motive: 1d20 ⇒ 14


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corin manages to hold in check his instinct to take a step forward and begin hewing through the kobolds - at least for another moment. He tightens his grip upon the haft of his halberd, and his eyes stray to his knuckles.

Kabran had looked at his hands. Why?
The former riverman was never a smart man, but more than ever he needed to try and use his brain.

Did Corin recognize whether Kabran was looking at his weapon or his actual hands? Did we get some kind of mark from our otherworldly contacts? I can't remember.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

I'm still here, even if I am being wishy-washy on a course of action.

In character, Corindus' instinct would be to charge ahead and try to cut down Bloodeye and put an end to his unrepentant evil. Of course, out of character, I know he probably would not survive this, especially if those kobolds aren't illusions.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3
DM Azure_Zero wrote:

Stumped at how to win?

Think of Kabran's personality to get a hint.

Okay, time for a huddle. What do we know about Kabran? He's an untrustworthy crimelord who favors intimidation, right?

Do you suppose the kobolds might be illusions or otherwise fake?


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Are there any kobolds between Corindus and Kabran?


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Ready for battle.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Thank you for the bot. I thought I had posted my rolls, but I was obviously mistaken.

"I wouldn't believe you if you told me water was wet," Corin declares defiantly, pointing the sharp point of his halberd towards Bloodeye. "And I am certain that you are lying."

A rare grin crosses the sheriff's face.

"You're afraid, aren't you? You know that you're not invincible. Who is this patron of yours? Maybe if you're a bit more honest, we'll only have to lock you up instead of burying you deep."

Intimidate: 1d20 + 6 ⇒ (12) + 6 = 18

Since Kabran was looking at Corindus and Darion's hands, I think he's worried about our weapons or magic. I suspect that this halberd can beat whatever protections his "patron" has provided. Of course, this is just me hoping the marbles in my head are falling into the right holes. In this rare tenure as a player rather than a GM, I've come to learn that I am not a good detective.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"Bloodeye. And here I thought you'd up and died," the sheriff muses as he draws forth his Potion of Bull's Strength. Before downing the potion, he adds, "Too much to hope, I suppose."

Move action to retrieve potion, and standard action to drink it.
My strength is now 22.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Gripping the haft of his halberd with one hand, Corin takes a deep breath and opens the door with the other.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

With every room and hallway, the sheriff's apprehension grows.

"We must be nearing the end," Corin whispers. "Ready yourselves. I fear we are marching into doom."

When the party is ready, Corindus will open the door to the east. He will try not to be in the statue's line of fire when he does so.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corin is certain that he is walking into...well, if not a trap, then something nasty. He spent all his luck in life on his family, so he refuses to believe it will be as simple was pressing forward and finding the children unharmed.

Despite this pessimism, he walks to the southern door, prepared to lead the party onward.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Unfortunately, he is hasty, and neglects to carefully examine the door first.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"Think this was dwarven?" the sheriff asks, nodding towards the rug. "I can't imagine the kobolds care much for decoration."

Despite his conjecture, Corin remains focused on looking for danger first, and picking up the children's tracks second.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Survival, Track: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Thank you. I just wanted to make sure the kids hadn't already 'noped' out of here while we're heading in deeper.

"The tracks go west," the sheriff states, tracing their course with his finger, "so we go west. Be on your guard. I have a bad feeling about this door."

Of course, Corin had a bad feeling about every door so far, and this one was not particularly special as far as he could tell. He needed little reason to keep his newfound magic halberd handy. As long as kobolds and worse might hatch out from any crevice, the sheriff would remain on edge.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Do the prints lead from the room with the stairs that we originally entered from and towards the room with the big red circle, or do they lead in the other direction, from the red circle to the stairs?


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

At Darion's request, the sheriff hunkers down beside the hole and looks for evidence of the kobolds' passing. Of course, he remains aware for traps or ambushes, lest some spear or javelin fly out from the hole while his face hangs close.

Perception, Aid Darion: 1d20 + 6 ⇒ (5) + 6 = 11
Survival: 1d20 + 5 ⇒ (8) + 5 = 13


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corin responds with a silent nod. Heeding his close friend's advice, the sheriff leads the party north.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corindus sighs heavily.

"No trace of the children. Plenty of kobold tracks, coming and going between the mine and the door," he says, tracing the route in the air with his index finger. "Do you suppose they carried the children off? Would they have taken them north or...deeper into this place?"


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Darion's prompting pulls Corindus' attention from the mine shaft. The sheriff crouches down to sift through potential tracks. He hopes to distinguish the kobold's feet from the children's and, more importantly, look for any indication whether the children fled - or were taken - to the north or down the mine shaft.

Survival w/ Track: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Yes, I believe we'll backtrack to room E and take the northern door in that room.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corin would say pick them up later. While he could justify taking the time to identify the magic items in case they could help save the children, he could not justify gathering the coins before finding the children.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corin tucks the magic glowing stone into his belt pouch, then dons the aegis medallion.

"Ah yes, the hardship of being a magic-less mortal," the sheriff jokes with his companions.

As the others sort out the remaining trinkets, Corin examines the room itself, looking to see whether there might be any other hidden passages.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

"Looks like this was a dead end, albeit a rewarding one."


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corin picks up the aegis medallion, amazed by the properties that Darion describes. He also picks up the glowing stone and holds it out to his fellows.

"Does anyone else feel like lighting the way? Or should I handle the responsibility?" he asks.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

I presently have a slide phone rather than a smart phone. I primarily use my desktop or laptop for internet access. I also have a Nook that I use for reading that can technically access the internet, but it is hardly optimized for that role.

Corin grimaces as he mulls the situation.

"Let's take it," he declares. "They could help us find the children and protect them from whatever lurks down here. If nothing else, it's good to keep these out of the kobolds' hands."

I would be partial to either the Aegis of Recovery or the Ioun Torch.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corin removes his hands from the statue and looks quite guilty and embarrassed.

"Um...Mary doesn't find out about this, okay?" he asks sheepishly.

Picking his halberd up again, he circles around the old table and peers down the now-open hidden passage.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"We know that there's something...bad down here," Corin struggles with the right word, clearly nervous. "Maybe the kobolds keep clear of it. Or maybe it killed them."

The sheriff casts his eyes towards the statue in the corner.

"Anyone want to check that one?" he asks cautiously, quietly.

If no one else dares, he will investigate it himself...just to be safe.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

"Could we be going the wrong way, somehow?"


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corin remains alert, his heart pounding in his chest, as Milton opens the door. He prepares himself, almost expecting something to fall upon them - if not a trap, then some ambush of kobolds.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"Yes. We can come back for any hidden passages. It seems unlikely that the children would have found such things. If they fled, the would have taken the direct, obvious routes."

Corin steels himself, prepared to find that his senses have failed him again and that some other nasty fate awaits. All the same, driven to perform his duty for the missing children, he opens the door.

I believe this will be the door to the hallway connecting C and E.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"I don't know whether to feel relieved or not that we didn't find the children in here," Corin muses as he surveys the myriad containers. "I can't imagine any of their contents are very safe after...who knows how long.

"You two are more learned than I. If you can spot anything useful, even if it is not magic, I will leave it to your discretion. Otherwise, I suggest we check that other door next."

When the party is ready, Corin will investigate the east door back in the well room.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corin, perhaps unwisely, stifles the voice in his head that suggests stopping or resting.
Instead, driven by his duty to rescue the children, he presses forward.

Once the party is ready, he pushes open the next door with the head of his halberd.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Reflex Save: 1d20 + 5 ⇒ (6) + 5 = 11

An observer might generously assume that Corindus throws himself in front of Milton to shield him from the brunt of the flames. In truth, he is merely too slow and too unlucky to get out of the way.

"Damn it!" the sheriff yells as he slaps out the flames upon his overcoat. He throws himself upon the ground and rolls around, better dousing the flames in the standing water on the floor.

He lies upon the ground for a moment catching his breath before pushing himself back to his feet.

"Damn kobolds," he groans. "Let's...is there any way we can avoid things like that in the future?"


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"Just rats," Corin announces quietly, although it sounds an awful lot like a sigh of relief.

He stands back up and presses on to the next set of doors, opening them once the party is ready.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corin stops midway through the kitchen and stoops down to examine the tracks hidden among the spilled pots and water. Were these more kobolds or was something else cooking in the kitchen?

Survival to read tracks: 1d20 + 5 ⇒ (19) + 5 = 24


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"So ordinary. Almost disappointing," Corin muses, a rare attempt at humor from the sheriff.

He looks around all the same, searching for snouts peaking out of cupboards, tails extending from behind pots, or any other signs of hiding kobolds.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

"Looks like only one way to go next," he says, pointing out the southern door with his halberd.

If there are no dangers or hidden treasures in the kitchen, Corin will lead the party onward to the next room.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3
DM Azure_Zero wrote:
Nice new Humble Bundle perfect for GMs and world builders a like.

Way ahead of you, but thanks for the reminder.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"Looks like we've got two doors," Corin pants, gesturing with the head of his halberd.

"Mary says 'When in doubt, choose right," so I say we try that one first," he says, indicating the door to the south.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corindus seems to be better off in your hands. Thank you for botting.

Emboldened by his recent success, seemingly guided by a divine hand, the sheriff strives to produce another devastating blow. He takes a small step forward first, hoping to position the small foe between him and Darion, before he reels back and delivers his swing.

If it's possible to get into flanking position, please add 2 to my attack.
Magic Halberd vs Kobold attacking Darion: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d10 + 5 ⇒ (2) + 5 = 7


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corindus shakes loose the kobold that leaped out at him and delivers a return strike.

Magic Halberd vs Kobold: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d10 + 5 ⇒ (9) + 5 = 14

However, he continues to struggle at adjusting to the heft of the larger weapon, and his swing is unwieldy.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corindus swings his magic halberd in a downward sweeping arc, using the polearm to reach the kobold upon his perch.

Magic Halberd vs Kobold: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d10 + 5 ⇒ (1) + 5 = 6


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Sorry for the delay

Initiative: 1d20 + 4 ⇒ (1) + 4 = 5

As Milton points out the scaly ambusher lurking atop the statue, the sheriff's nerves get the better of him.
His muscles tense up, slowing his reaction time.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"If this place wants to keep its secrets, I'd almost be willing to grant its wish," Corin grumbles as he leads the party back to the stairs. "Too bad we'll probably need that box's contents, whatever they may be."

Standing atop the stairs, staring down into the darkness, the sheriff tries to hide as he swallows the lump in his throat. He turns to his companions.

"Please keep the light going. I don't fancy being caught in the pitch black down there."

When the others are ready, Corin will lead them down to the monastery cellar.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

The sheriff tenses up and brandishes his halberd at the empty air as he hears the laughter and muttering upon the wind. He scans the room, turning both his own head and the weapon's head as he does. When no danger presents itself, he relaxes - although not entirely - and eyes the metal box with his compatriots.

"Is it dwarven?" he asks, striving to disguise his anxiety. "Are they known for trapping such containers?"


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Fear of what lurks within - and beneath - this monastery leaves the sheriff's senses heightened to their peak. Of course, he is perhaps more alert for danger than traces of what crucial key or treasure might lurk in this forsaken library.

"What's that over there?" he whispers tensely, aiming the sharp point of the halberd head in the proscribed direction.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

When Darion reminds Corindus of the vision their old companion Thorian had in his own enigmatic dreams, the sheriff begrudgingly accepts that a detour may be necessary.

He idly, angrily kicks a pebble against the wall.

"We should at least scout the library," he concedes, ready to lead the party back into the monastery halls. "Whatever he saw in there may not help the children, but it may be needed to save the whole town."


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"Something was dragged down into the depths," the sheriff confirms, rising back to his full height. "If it was the children, then they are truly in danger. There's also the matter of that seal..."

Corin shakes his head with a bitter thought.

"Do you suppose those kobolds might be aiming to sacrifice the children? Like some sort of blood rite to break the seal?" he grimaces.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"If they descended, we may not have time to spare exploring up here," Corin politely counters his friend's suggestion.

Balancing upon the haft of the halberd as though it were but a walking stick, the sheriff examines the ground around the stairs - looking for confirmation that the children have gone below.

Perception to notice danger: 1d20 + 6 ⇒ (1) + 6 = 7
Survival to find tracks: 1d20 + 5 ⇒ (6) + 5 = 11

Corin's knuckles tighten upon the halberd as he grows increasingly frustrated with his own ineptitude.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"We fought an intelligent wolf here, many years back," he explains for Milton's benefit. "It fell prey to whatever wickedness haunts this place and became an undead monster. As you can guess, that experience has long made me reluctant to return here."

Corin swallows a lump in his throat. He leads the party into the next room, ensuring the head of his halberd precedes him.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corindus examines the drag marks by the door and follows their course into the hallway. With such a definite lead, perhaps the trail will remain distinct enough to have endured the erstwhile chaos in the hall.

Survival to look for tracks in the hallway: 1d20 + 5 ⇒ (8) + 5 = 13


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"Children? Are you here?" the sheriff calls out, just loudly enough to be heard within the shrine room.

As he scans the room, looking for signs of hiding children or evidence that they'd been in here at all, he keeps the newfound halberd clutched tightly.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corindus' muscles unknot themselves and his nerves feel less fire as Milton's healing flows through him. Feeling more at ease, he kneels to sift through the chaotic swirl of dust and dirt upon the floor caused by the recent melee. Even if any footprints have been obscured, he might find some other trace of the children: a handprint upon the wall, a bit of candy, or some sliver of evidence.

Survival: 1d20 + 5 ⇒ (9) + 5 = 14
Perception: 1d20 + 6 ⇒ (8) + 6 = 14

If no clues are forthcoming, he will suggest first searching for the children in the old shrine directly ahead from the front entrance.

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