Daniel Penfold 357's page

7,022 posts. Alias of Daniel Penfold 351.


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"I will not, Dagon will destroy you all, for he is mighty and all powerful."


Zavier, you can hear the faint sound of bubbling coming from the west.

Sid you do not detect anything else magical other than the loot you found.


Pellius, your action


[i]Seeker's blow misses.

Ogochukwu moves to flank and attacks

bardiche: 1d20 + 7 ⇒ (15) + 7 = 22

damage: 1d10 + 6 ⇒ (1) + 6 = 7

Cymric, your action


Atajay, Penith and Senn, your actions.


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.


The door opens into a small room. Two sleeping pallets, two footlockers, and a small rack for weapons and armour are the only furnishings in this sparse room. Two torch sconces are mounted to the wall. The only exit is the door you came in by.


""Lower your weapons and submit the traitor Casandalee and you will be spared.""


A look of surprise crosses Albor's face as his hands are bound behind his back and he drops his trident.

Tessara, your action


reflex: 1d20 + 7 ⇒ (10) + 7 = 17


It's a svarathurim so not a giant, so I'm afraid it broke free

The creature manages to avoid both of Leira's blows.

Zavier leaps up and grapples the creature again and then pins it.

Gallant then moves in and finishes the creature off.

Loot: +3 chain shirt
+1 lance
belt of thunderous charging


Mun takes the full force of the fireball and is then blinded, he backs away screaming.

Back to block 1


Mun reflex save: 1d20 + 10 ⇒ (5) + 10 = 15

Mun Will save: 1d20 + 5 ⇒ (4) + 5 = 9


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?


The cleric manages to dodge beneath Ortensia's blows

Albor retaliates by attacking Ortensia again

Trident: 1d20 + 16 ⇒ (8) + 16 = 24

damage: 1d8 + 6 ⇒ (5) + 6 = 11

trident: 1d20 + 11 ⇒ (18) + 11 = 29

damage: 1d8 + 6 ⇒ (7) + 6 = 13

Back to block 3


Dolgrym deals the creature a mighty blow, unfortunately the critical does not confirm.

The Decapitant Lord tries to break out of the grapple.

CMB: 1d20 + 27 ⇒ (7) + 27 = 34

Back to you guys again


Ryker deals one of the guards a mighty blow.


Trevor's hammer smashes into another mage, not all of the damage gets through.

Domeric, your action


So sorry to hear that. Take all the time that you need.


Colt, you think the buttons have been used within the last week.


Dolgrym you are shaken - –2 penalty on attack rolls, saving throws, skill checks, and ability checks

Dolgrym just manages to grab the decapitant lord.

Gallant then dashes over and bites the creature.


Sabo is tripped over by Adonara's whip and falls flat on her face.

Anyone else?


[i]Alldur, you hear them say

"Lower your weapons and submit the traitor Casandalee and you will be spared."


You can walk through it.


[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.


will save: 1d20 + 7 ⇒ (15) + 7 = 22

will save: 1d20 + 7 ⇒ (15) + 7 = 22


Its your actions.


[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


Block 1, your actions


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.


What would you like to do?


Aldor is hit by the full force of Eleric's spell but seems to be able to ignore a significant part of the damage.

Ortensia, your action.


reflex save: 1d20 + 7 ⇒ (10) + 7 = 17


If you fail the save you are shaken - 2 penalty on attack rolls, saving throws, skill checks, and ability checks


Initiative order:

Block 1: Atajay and Penith and Senn

Block 2: Clockwork mages

Block 3: Domeric and Trevor and Munn


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


Leira's first blow misses but the second fits its target.

Can anyone in 30 feet meek a Will 24 save against its frightful presence


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.


Penith you think these things are powerful constructs known as clockwork mages.

Knowledge arcana


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.


Creeden unleashes a flurry of blows that sends Albor reeling

Eleric and Ortensia, your actions.


Initiative order:

Block 1: Decapitant Lord

Block 2: You guys

The decapitant lord charges forward and attempts to strike Leira with his lance

lance: 1d20 + 25 ⇒ (2) + 25 = 27

damage: 2d6 + 16 ⇒ (1, 3) + 16 = 20

On to you guys


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


Leira you recognise the creature as a variant type of dullahan but you cannot recall anything else about them.

Perception: 1d20 + 26 ⇒ (19) + 26 = 45


The captain manages to shake off the worst of Pellius's spell but Kira's spell catches her completely off guard and she is shunted sideways.

Valekar, your action.


Fort save against Boneshaker: 1d20 + 7 ⇒ (2) + 7 = 9

Fort save against ear piercing scream: 1d20 + 7 ⇒ (11) + 7 = 18


The aghash div casts a spell at Seeker

Bestow curse Will 16 save please or take -4 on attack rolls, save, ability and skill checks

Back to block 1


You do not find anything at first glance, however you have time to look through the desk, closets etc.


Sylvia spot hidden:48: 1d100 ⇒ 95


Back to block 1

Race

Human

Classes/Levels

Rogue 1 | HP 1/7 | AC 15 T 14 FF 11 CMD 15 | F-1, R+6, W+1 | Perc +5 | Init +4 | Move: 30ft. | Sneak Attack +1d6 | Conditions: Bound

Gender

Male

About Slygol Fell

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“When one consorts with assassins, one must expect to dance along the edge of a knife once or twice.”
― R.L. LaFevers, Grave Mercy

“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?”
― Jon Sprunk, Shadow's Son

“Assassins did have a certain code, after all. It was dishonorable to kill someone if you weren't being paid.”
― Terry Pratchett, Men at Arms

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MALE HUMAN ROGUE 1

Chaotic Neutral Medium Humanoid (Human)

Favoured Class: Rogue

Favoured Class Options:

+1 HP
+1 Skill Point (taken @ Level 1)

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MOVEMENT & SENSES:

Speed: 30ft. (Armoured) 30ft. (Unarmoured)
Senses: Perception +4

DEFENCE:

AC 15 (10 Base; +4 DEX; +1 Leather Armour)
Touch AC 14 (10 Base; +4 DEX)
Flat Footed AC 11(10 Base; +1 Leather Armour)
HP 7 (1d8 [8]; -1 CON)
SAVES: Fort -1 Ref +6 Will +1

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)
DEX 18 (17 points 20/20)
CON 9 (+1 point 19/20)
INT 13 (3 points 22/20)
WIS 12 (2 points 24/20)
CHA 7 (+4 points 20/20)

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.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

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.
Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Weapon Finesse (Combat) - Racial Bonus Feat: You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

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
Bluff +2: 1 Rank; -2 CHA; +3 Class
Climb +5: 1 Rank; +1 STR; +3 Class; -0 Armour
Craft (Alchemy) +6: 1 Rank; +2 INT; +3 Class
Disable Device +8: 1 Rank; +4 DEX; +3 Class
Escape Artist +10: 1 Rank; +4 DEX; +3 Class; +2 Feat; -0 Armour
Intimidate +2: 1 Rank; -2 CHA; +3 Class
Knowledge (Local) +6: 1 Rank; +2 INT; +3 Class
Perception +5: 1 Rank; +1 WIS; +3 Class
Profession (Herbalist) +5: 1 Rank; +1 WIS; +3 Class
Sleight of Hand +8: 1 Rank; +4 DEX; +3 Class
Stealth +10: 1 Rank; +4 DEX; +3 Class; +2 Feat; -0 Armour

Languages: Common, Goblin, Undercommon

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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]:
Sovereign (GP): 19
Noble (SP): 15
Silver Penny (½ SP): 3
Penny (CP): 10
Gems & Jewellery: Signet Ring (worth 5gp)
Treasure:
Trade Goods:

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