Graypelt

Darkmoon Valer's page

187 posts. Alias of Guy Player Man.


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As of now, I'm giving up on trying to keep the game moving.


The text of the parchment is written in Dwarven.

Dwarven:
"Forgive me, dark father of the forge, my toils shall never be enough."


With a loud crack, the door finally gives way and opens, shattering an ancient wooden chair propped against it on the other side. The room beyond is dark and smells deeply of dust and decay.

The mummified remains of a dwarf rest in the center of this empty chamber. Wearing the garb of a blacksmith, the dwarf has a broken glass vial in one hand, and a scrap of ancient parchment in the other.


The door is stuck.

Make a STR check to try to open it.


You can't determine the properties of the potion.

Map


Willard:
You can't find any fresh tracks in the tall grass.


On the kobold's body is his masterwork shortsword, four daggers, his leather armor, a set of thieves' tools, and a potion.


Hello.


Thumpy and Haunrar together keep the door shut. Deelin's arrow sinks into flesh this time, hitting the kobold's spine. It falls limp to the ground.

The growling and howling of the wolves can be heard as they continue push back against the door. Suddenly, they stop, as a deeper, more controlled growl silences the noises of the two wolves from inside the room.


Round 3

Haunrar slams the door on the wolves, momentarily holding them inside the room as they press back against the door. The nimble kobold continue to dodge Willard's attacks.

Round 4

Deelin back away, releasing another arrow at the stealthy reptilian, missing. Althesia, wounded, stays behind Deelin, while the kobold scurries down the hall.

The wolves continue to put pressure on the door.

...

Keeping the door shut will require at least one person spending the round making a STR check.

Map


Haunrar, make a strength check to close the door on the wolves.


Round 3

Deelin gets behind the kobold, unleashing an arrow into the back of its shoulder. Althesia takes advantage of the distraction, stabbing at the kobold, but missing again. The kobold withdraws from his assault on Althesia, clumsily tumbling through Deelin's legs (you get an AoO).

The wolves still snap at air with their jaws as Thumpy avoids all their attacks, while the wolves likewise evade his swings.

Haunrar, Willard, then next round.

Map

Darkmoon Valer wrote:
Initiative order: Deelin, Althesia, kobold, wolves, Thumpy, Haunrar, Willard


Deelin, I'll consider what you said. Truthfully, everything you'd like to see isn't likely to happen on every post I make.


Deelin, of course it wasn't in your posted actions, since there was no posted action from you.

What do you find irregular about the initiative order I posted?


Haünrar wrote:
Darkmoon Valer wrote:


Haunrar attacks one of the wolves through the doorway, missing.

Map

When did that happen?

When you didn't post for almost a week and I made your actions for you.


Deelin runs out into the yard. Althesia continues to try to keep the kobold at bay, failing to land another blow, while the kobold stabs her with its shortsword (3 dmg).

The wolves continue to prey on Thumpy, but he somehow avoids being hit by any of their attacks. He misses his attack as well, taking a step towards the door.

Haunrar attacks one of the wolves through the doorway, missing. Willard takes another swing with his mighty axe, again being thwarted by the corner of the wall.

Map


Inside the wolves' room, Haunrar swings futily at the nearest wolf. In the hall, Willard wings his large axe at the kobold, but hits the wall instead, chipping off stone debris.

Map

I've deleted and changed some maps on my PB account the past few days. To make sure clicking on the link will show the correct map, try clearing your cache.


Deelin takes a shot at one of the wolves, grazing the wolf with an arrow across one of it's hind legs. In the hallway, Althesia swipes at the kobold, raking it across its chest. It returns the attack, but can't hit anything. The wolves team up to try to take down Thumpy but he fends them both off. He retaliates against one of the wolves and misses.

Haunrar, Willard, then round 2.

Map


In the surprise round, you can only make one move action or one standard action.

Althesia: While waiting for the hallway to clear, you hear the pitter-pat of footstep coming up from behind you. You turn just in time to sse a kobold coming at you wielding a decorated short sword in a stabbing manner. "Ack!" It stops just as you face it, switching its grip and preparing to attack at another angle.

Map

Round 1 is up.

Initiative order: Deelin, Althesia, kobold, wolves, Thumpy, Haunrar, Willard


Initiative order: Deelin, Althesia, wolves, Thumpy, Haunrar, Willard

You can all act in the surprise round.

Map

[1] and [2] are the wolves.


The door gives way without any resistance. Inside a 15x15 foot room, a pair of wolves jump up from their slumber, taken unaware.

Roll initiative.

Photobucket is acting up. Map later.


Deelin:
You hear snoring on the other side of the door.


You leave the bedroom and the room covered in rubble, then head down the hallway. Now what?

Map


In the bedroom, on one of the beds, you find a set of masterwork stonmasonry tools, a small sack of coins, and a ruby gemstone.


What are your actions?


The sun continues to rise, causing the light entering the ruined library to shift. Razorcrows begin to sing their predatory caws outside.


You don't detect anything.


You can see the hallway on the other side.


There's a decent sized hole in the wall adjacent the hallway, 5 feet above one of the beds.


Unless someone climbs onto one of the beds, only two of you can fit into the room.

None of you see or hear anyone. The tools looks like a collection of thieves' tools.


The door is locked, but Althesia is able to unlock it.

This small crampled chamber holds two beds (one of which is covered in bird bones), a small sack, and an array of tools. The other bed looks recently slept in.

Map


I'll NPC Deelin for now. What are your actions?


Who's here?


Willard:
You hear an occasional high-pitched word, spoken in a language you don't know, as well as what sounds like hurried scrambled activity.


Althesia steps out of the room, then pushes the rope with her foot. Large rocks and pieces of stone fall like avalanche, causing damage to the wooden furniture and covering the floor.

The floor in the room is now difficult terrain.


Althesia points out the length of rope on the floor. "Be careful, it's a trap!"


Althesia:
You spot a thin trip rope on the floor of the doorway, that runs all the way to the ceiling, where it's attached to a net. The net is stretched across the ceiling and holds debris large enough to be lethal.

You were lucky not to trip over it.


You unlock the door and the door opens out into the hallway.

This small chamber appears to be some sort of sitting room, complete with a single table and a pair of chairs, both in relatively good condition. Resting atop the table is a half-eaten crow next to a crude knife and a cracked mug.

Map


Yes, there's a lock on the door.

You can't get the lock to unlock on your attempt.


This door is locked shut.


What are the PCs doing after leaving the fungus room?


The leather-bound book is written in Dwarven.

Thumpy:
When you read through the book, you find it is filled with hymns to the god Torag.

I'll be away on a four-day weekend, so I probably won't post again until Monday.


You grab the book without any harm to you.


Make a climb check. Can't take a 10, here.


Yes, you take a total of 5 damage. No, the 18 wasn't a fail, hence 3 three more rounds of damage.


Haunrar: You don't detect any magical auras.

Deelin: Those spores continue to wreak havoc on your body. Take 4 more CON damage over the next three rounds.


Deelin and Haunrar don't hold their breath at the right moment. Fortunately for Haunrar, he's able to shake off any negative effects. Deelin, however, isn't so lucky, as he begins coughing and wheezing (1 CON dmg).

Haunrar, which direction are you facing when using your spell.

Deelin, make four more Fort checks.

Thumpy, you'll need to get your hands on that book to evaluate it.


You can attempt to hold your breath to avoid breathing in the spores. Roll a d2 to do this.


The fungus has all but destroyed all the books, except one. On top of one of the bookshelves is a single tome, untouched by the fungus.

As the party examines the books, and begins to thumb through some of them, a massive puff of spores is released from the fungus all around you, filling the entire room.

Fortitude checks.


The fungus here is a bed of greenish-white mold, rather than mushrooms.

Full Name

Gavin Entwhistle

Race

Halfling

Classes/Levels

Cleric 1 | HP: | AC: () | CMD: | Fort:+ Refl:+ Will:+ | Init:+ | Perception:+

Gender

Male

Size

small

Age

24

Alignment

NG

Languages

common, halfling

Strength 14
Dexterity 15
Constitution 13
Intelligence 12
Wisdom 18
Charisma 15

About Gavin Entwhistle

Gavin Entwhistle
Male Halfling Cleric 1
NG Small Humanoid
Init ; Senses Perception

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Defense
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AC
hp
Fort + Ref + Will +

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Offense
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Speed 30 ft.
Melee
Melee
Ranged
Special Attacks

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Statistics
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Str 14, Dex 15, Con 13, Int 12, Wis 18, Cha 15
Base Atk +; CMB +; CMD
Feats
Skills
Languages
SQ
Spells(u/2) 0th - 1st -

Combat Gear
Other Gear

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Abilities:

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FEATS

RACE ABILITIES/QUALITIES

CLASS ABILITIES/QUALITIES

Background/Fluff:

Backstory
In the cold winter months of 1348, one halfling family in the Western Heartlands market town of Asbravn was blessed with the birth of a son. The Entwhistle's kept a small farm on the outskirts of the town, and having no family nearby, named their son after the local innkeep, Gavin. Life was good for the Entwhistles, their small lot was bountiful, Gavin's father traded their goods with passing caravans, their mother tended to the house and raised young Gavin. Life was simple for the Entwhistle clan...

But such tranquility was not to be. In late 1358, following the dawn of the Time of Troubles, Asbravn suffered an aggressive raid from the Zhent forces from Darkhold. The farms toward the outskirts of the town were struck first, the Entwhistle's cluster, all settled by halflings, were no match against the vile cultists that slaughtered and burned their way through their farmsteads. Gavin's father took up a stout axe to defend him family, but it only ensured that Gavin and his mother would endure something far worse than death at the hands of the Zhents - a life of slavery.

Gavin and his mother lived as slaves to Vargus Halfeye, a slaver and leuitenant in the Outriders of Darkhold, for the next seven years. Vargus inflicted horrible cruelties upon them, mocking their very existence. Yet never enough to kill them. No, he preferred to keep them alive, so as to show his power and dominion over them. So they served as keeper's of Vargus' quarters, cooking his meals, and tending to his daily needs. As the years passed, other slaves came and went, yet never was he nor his mother sold. No, Vargus kept them.

One night, Gavin awoke to Vargus shouting for him, "Boy!!" He hurried into his master's chambers and found a furious Vargus drunk as a skunk. Vargus beat Gavin horribly, then said, "I am done with you! Say goodbye to that b!$$$ of a mother!" He ran back to the small quarters he shared with his mother, and hugged and kissed her, crying, not understanding all that was transpiring. She looked at him, blessed him and told him she would always love him, and sent him on his way.

Walking out, he found Vargus standing with a strange looking man, twisting a waxed mustache. "'ello, I am Rodrigo Antinori. You belong to me now Gavin." As they departed, Gavin looked back and saw his mother looking down at him for the last time from their little window...

Rodrigo was nothing like Vargus. Charming, friendly, and kind, he was the leader of a traveling carnival. A band of misfits, monsters, and madmen, the performers traveled the realms making a living for themselves. Their morales regarding personal possessions were... loose, but otherwise they were a friendly lot and worked to protect their own. Among the company Gavin grew into a skilled acrobat and pickpocket. He also developed a knack for doublespeak, and would sometimes act as Master of Ceremonies as sideshows. A talented entertainer even began to teach Gavin a smattering of magic. But through it all, the others were perhaps most fascinated by the immeasurable sense of luck that hung over Gavin.

As their caravan prepared to board a ship out of Westgate, Gavin came across a slave he had formerly been held with working the dock. Despite the years that had passed, the two recognized each other. The slave told Gavin that his mother had died of an illness not long after Gavin was sold off. After that, the excitement the carnival had granted seemed hollow, and reaching land once again, Gavin wanted something more...

So at the age of 23, he said goodbye to his friends in the carnival. They had brought him as far as the Vilhon Reach, to the port city of Samra in Chondath. His feet lead him down the Emerald Corridor to Arrabar. A city of taverns and intrigue, he quickly found work as a cook and barkeep. During his day work, he would also identify marks - the wealthy and powerful, particularly those who were not the nicest of folks. He would make a name for himself, and then, he would make a difference...

Goals
Short Term: unite a band of like minded individuals and right wrongs... and perhaps, have a little fun along the way.
Long Term: track down Vargus and end his time on Toril, and then cause endless trouble for the Zhentarim.

Secrets
Known by PC: known as a rascal, thief, and burglar who is all about money and the score, in truth a majority of his "earnings" he gives to the poor and homeless
Unknown to PC: Gavin's mother is still alive (I will leave the details of this to you...)

People
Rodrigo Antinori (ally): The leader of the caravan and carnival, Rodrigo is an accomplished entertainer and thief. He was Gavin's mentor and holds a soft spot for the rascal.
Kaern Bjornnson (ally): The resident "strongman" of the carnival, Kaern is a mountain of a man with lycanthrope heritage in his blood. Though Gavin never saw it, the legends say he could turn into a mighty bear!
Lucius Orita (ally): A jeweler and fence located in Arrabar, he has purchased Gavin's ill-gotten gains.
Edmund Silving (enemy): a wealthy Sembian merchant with questionable connections through the he Sea of Fallen Stars, he was publicly embarrassed when Gavin successfully looted Silving's warehouse in Arrabar, calling into question the security his company could offer and costing him several lucrative contracts.
Vargus Halfeye (enemy): the Zhent slaver who captured Gavin and his mother, and killed his father, Vargus is a cruel, brutal man. He stills carries with him the anger from being bested by Rodrigo, and selfishly wants to reclaim Gavin as his lost 'property'.

Memories
1 - the first beating he received after Vargus captured them came after he picked up a half-eaten chunk of stale bread off the ground and ate it. He reviles the memory, and hates those who treat others in a similar manner.
2 - The tears of joy streaming from his mother's face as he told her he had been sold to another. She knew they would never see each other again, and that he would no longer suffer under Vargus' evil hand.

Appearance Tall, and more lean than is typical for a halfling, Gavin has shaggy brown hair and lengthy sideburns. He sports a variety of fashions depending on his work, but is most comfortably in a leather longcoat, with a dark vest and grey cotton shirt beneath. He wears a (rather worn) great hat, though will leave it behind when stealth is necessary. He wears a matching short sword and dagger on his hip. Though he hides them well, his body is marked by countless scars from his life as a slave.

Faith Raised by a traditional family, Gavin holds a devotion to Yondalla and her darker half, Dallah Thaun, the deliverer of vengeance for the Hin. Yet beyond that, Gavin's life has perhaps been blessed by Brandobaris and his paramour Tymora. An otherworldly luck seems to bless Gavin, carrying through a myriad of misadventures, and a unique coin, baring the footprint of Brandobaris on one side, and the spinning coin of Tymora on the other, can be found in his vest pocket.

Personality Friendly to all who meet him, with a strong memory and a sharper wit, Gavin is the quintessential companion. Glib, entertaining, and amusing, most new acquaintances enjoy his company and he is remembered fondly even by those whose pockets he unburdens. Like all halflings, Gavin has a taste for simple comforts - a hearty meal, a good pint of ale, a warm hearth, and the company of good folks (not the least of which include a lovely maid or two...). A product of slavery and poverty, Gavin has known hardship greatly, and has a soft spot for those suffering a similar life. Despite being a self-proclaimed loner, Gavin is loyal to a fault and will not leave a fallen comrade behind. He also is quite skilled at assisting others with their goals. His carefree, indulgent demeanor hides a noble streak, and he dreams of standing beside the great heroes and fighting against the darkness that threatens Faerun, yet can't seem to shake his knack of getting into trouble.