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A drawer in the desk contains a .32 revolver and a box of bullets, a couple of false passports and a number of bundles of used 5 and ten pound notes totalling £2000 ($10,000). Beneath the desk is an open metal box containing various receipts for goods and services, including deliveries to somewhere called Henson Manufacturing, Derby for wood, coal, iron ingots,copper wiring, and an expensive cast iron safe. There is also a receipt from Ferris and Sons of London for the six month hire of a truck and a letter from a Mr Puneet Chaudhary of Ropemakers Fields, Limehouse relating to the warehousing and shipment of "sundry antiquities" to Shanghai aboard a ship called the Ivory Wind. Underneath the pile of receipts is a business card wedged into one of the box's corners. In terms of time, you've probably had about 10 minutes, Kinneridge has intimated previously that he would allow up to an hour for filming. ![]()
Pressing the buttons causes an electric motor to slide the case aside to give access to a set of steep stairs leading down. The spacious room at the bottom of the steps is enclosed by 5 foot thick concrete on all sides. The smell of candles, long since burned out lingers in the air. You can see well maintained furniture including a desk, chairs and various tables, stacks pf crates and boxes, an ornate chest, a bookcase and an array of artwork on the walls. What would you like to do? ![]()
[i]The mage manages to dodge Penith's book and they are able to shake off the effects of the glitterdust. Bitey goes running in and attacks, however, not all of the damage gets through. The mage by Bitey attacks in retaliation. slam: 1d20 + 18 ⇒ (1) + 18 = 19 damage: 1d4 + 4 ⇒ (1) + 4 = 5 slam: 1d20 + 18 ⇒ (20) + 18 = 38 damage: 1d4 + 3 ⇒ (2) + 3 = 5 slam: 1d20 + 18 ⇒ (2) + 18 = 20 damage: 1d4 + 3 ⇒ (2) + 3 = 5 slam: 1d20 + 18 ⇒ (6) + 18 = 24 damage: 1d4 + 4 ⇒ (2) + 4 = 6 The mage to the south casts glitterdust in the doorway - (centred on Senn) - will 13. The top mage at the back casts fireball at the doorway - reflex 14 for half damage: 9d6 ⇒ (5, 4, 6, 6, 1, 1, 4, 4, 5) = 36 The bottom mage at the back casts ray of exhaustion at Bitey. ranged touch attack: 1d20 + 20 ⇒ (6) + 20 = 26 Bitey needs to make a Fort 14 save On to block 3 - please make your saves against the spells before you take an action. ![]()
[i]Valekar moves up to behind Ryker. The guards start to move towards the office. In the distance you can hear the sounds of more guards putting on their armour. Some of Sabo's wounds heal up and she moves forward to attack Pellius. heavy mace: 1d20 + 8 ⇒ (14) + 8 = 22 damage: 1d8 + 2 ⇒ (4) + 2 = 6 Back to you guys ![]()
The passage leads into the back of a storeroom full of boxes, crates and old furniture. All of them are covered in a thin layer of dust, however there is a clear path where the dust has been disturbed from the passage to what appears to be an empty mummy case in poor condition lying on its back on the floor in the rear of the room. The top is fairly free of dust and somewhat worn. It appears that the eyes of the sarcophagus function as buttons of some kind. ![]()
Senn you recognise these creatures as clockwork mages. They have damage reduction against anything except adamanatine, although they are vulnerable to electricity. They have spell resistance and dependent on which school of magic they are set to they have the ability to cast spells. At this point the mages start to move. Trevor initiative: 1d20 + 6 ⇒ (5) + 6 = 11 Senn initiative: 1d20 + 1 ⇒ (13) + 1 = 14 Atajay initiative: 1d20 + 12 ⇒ (15) + 12 = 27 Penith initiative: 1d20 + 8 ⇒ (10) + 8 = 18 Domeric initiative: 1d20 + 5 ⇒ (5) + 5 = 10 Clockwork mage initiative: 1d20 + 0 ⇒ (12) + 0 = 12 Mun initiative= 1 ![]()
The western half of the manufacturing hall contains immense cylinders, bins and furnaces covered with thick layers of dust. Evidence of an ancient battle remains here and there on the walls in the form of scorch marks and broken machinery. In particular, the heaped remains of a strange insectoid automaton lie in a ruined heap to the west, partially buried under fallen rocks. 3 androids are in the chamber and as they see you enter they start to move towards you and speak to you in a language you don't understand. ![]()
I'm happy to adopt that system for some of the skills if everyone is OK with that. There is nothing of interest in the desk, just a list of upcoming lectures. In the floor safe you find £100 in £1 notes. Looking at the closets again at first you find a couple of crystal glasses, a port decanter and several books. Looking closer however you find a strange button, pressing it causes a section at the back of the closet to swing away revealing a passageway that is dark but large enough and wide enough to allow people to walk along. ![]()
The creature sees you and starts to prepare to attack Leira initiative: 1d20 + 3 ⇒ (3) + 3 = 6 Leira initiative: 1d20 + 3 ⇒ (15) + 3 = 18 Leira initiative: 1d20 + 3 ⇒ (15) + 3 = 18 Sid initiative: 1d20 + 6 ⇒ (11) + 6 = 17 Zavier initiative: 1d20 + 8 ⇒ (15) + 8 = 23 Dolgrym initiative: 1d20 + 4 ⇒ (15) + 4 = 19 decapitant lord initiative: 1d20 + 8 ⇒ (18) + 8 = 26
About Slygol Fell▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ “When one consorts with assassins, one must expect to dance along the edge of a knife once or twice.”
“Why is it that if a lord or a king sends you to kill a man, it's somehow noble? But if you do this for yourself, it's murder?”
“Assassins did have a certain code, after all. It was dishonorable to kill someone if you weren't being paid.”
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ MALE HUMAN ROGUE 1 Chaotic Neutral Medium Humanoid (Human) Favoured Class: Rogue
Favoured Class Options:
+1 HP +1 Skill Point (taken @ Level 1) ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ MOVEMENT & SENSES:
Speed: 30ft. (Armoured) 30ft. (Unarmoured) Senses: Perception +4 DEFENCE:
AC 15 (10 Base; +4 DEX; +1 Leather Armour)
CMD 14 (10+BAB+STR+DEX) ATTACKS:
Init: +4 BAB +0 Melee: Shortsword +4* [1d6+1/19-20]; Dagger +4* [1d4+1/19-20] or Silvered Dagger +4* [1d4/19-20] Ranged: Dagger +4 [1d4+1/19-20] 10ft. or Silvered Dagger +4 [1d4/19-20] 10ft. Touch Attack: +1 Ranged Touch Attack: +4 Special Qualities: Sneak Attack +1d6 CMB: +1 (BAB+STRMod+SizeMod) * Weapon Finesse Feat.
ABILITIES: STR 13 (+1) | DEX 18 (+4) | CON 9 (-1) | INT 15 (+2) | WIS 12 (+1) | CHA 7 (-2):
20 Point Build STR 13 (3 points 3/20)
RACE ABILITIES:
Ability Score Racial Traits: Human characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (INT chosen) Size: Humans are Medium creatures and have no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Bonus Feat: Humans select one extra feat at 1st level Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. CLASS FEATURES:
Weapon and Armour Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. FEATS:
Stealthy (General) - Starting 1st Level Character Feat: You are good at avoiding unwanted attention and slipping out of bonds.
Weapon Finesse (Combat) - Racial Bonus Feat: You are trained in using your agility in melee combat, as opposed to brute strength.
SKILLS & LANGUAGES:
Rogue: 11* [8+2 INT+1 RACE] The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). *12@1st Level due to Favoured Class bonus. Acrobatics +8: 1 Rank; +4 DEX; +3 Class; -0 Armour
Languages: Common, Goblin, Undercommon
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ EQUIPMENT:
Combat Gear: Leather Armour, Shortsword, 2 Daggers & 1 Silvered Dagger. Mundane Gear: Traveller’s Outfit (worn); Belt Pouch (holds: coin); Belt Pouch #2 (holds; Thieves Tools, Flint & Steel, Whetstone); Common Backpack (holds: 6 Torches, Trail Rations [3 days], Wineskin [holds 1 quart of wine] & Small Sack. Magic Items: Encumbrance: 37.0lbs [LIGHT LOAD: 0-50lbs. MEDIUM 51-100lbs. HEAVY 101-150lbs.]
COIN & TREASURE:
Emperor (PP)[/b]:
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