Danse Macabre

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Osric rushes forward to the front lines, ready to aid Wolf-Sark with his attack.

That done, the goblins come rushing forth, shortswords waving in the air, and screaming at the top of their lungs for the glory of their Beast God.

The shouts of the first two goblins don't last long, however, as the twin blades of Dresiro and Wolf-Sark cut the little beasts down like wheat before the scythe. Wolf-Sark finds that Osric's presence by his side is not as helpful as the other might have hoped, but the oracle needed no help anyway.

The third goblin, undaunted by the gruesome fate of his kin, charges at Dresiro, ready to avenge his fanatic brethren.

1d20 + 3 ⇒ (9) + 3 = 12
1d4 ⇒ 3

But, Dresiro nimbly evades the pitiful goblin's attack.

Fredrick's up next. Davi, if you want to post an action for Rurik now, that's okay too. Or, you could wait to see what the hobgoblins do. Either way.

ROUND ONE ORDER
23: Dresiro ACTED
18: Osric ACTED
15: Karth ACTED
15: Wolf-Sark ACTED
12: Goblin N18 ACTED
7: Fredrick
7: Hobgoblin N14
7: Hobgoblin O14 (-4 hp)
4: Rurik (6/10 hp)

Combat Map


Dresiro and Wolf-Sark both step forward confidently, blades ready to meet the expected charge of the goblinoid foes. Karth, meanwhile, shifts to the right side of the hallway, and calmly fires an arrow which strikes one of the hobgoblins in the side, eliciting a scream of pain and rage.

Combat Map

ROUND ONE ORDER
23: Dresiro ACTED, Attack readied
18: Osric
15: Karth ACTED
15: Wolf-Sark ACTED, Attack readied
12: Goblins
7: Fredrick
7: Hobgoblin N14
7: Hobgoblin O14 (-4 hp)
4: Rurik (6/10 hp)

Just need an action from Osric, then my gobs are ready to charge!


Wolf-Sark wrote:
What are they armed with -- melee or missile weapons?

Sorry, forgot to specify that. The goblins have short swords in hand, shortbows on their backs. The hobgoblins have longswords in hand, and longbows on their backs.


I just handwaved the coup-de-grace rolls, guys. It seems like an obvious conclusion, anyway.

With the battle ended for the moment, the party sets to work, quickly moving to dispatch the unconscious enemies before they wake. Rurik steps forward and bashes in the head of the fallen goblin, while Wolf-Sark cuts the the throat of one of the primitive humans. Fredrick does the same for the other degenerate human with his dagger, and Karth recovers his one fired arrow, finding it still usable. Dresiro puts the last kobold out of his misery, while Osric hangs back, keeping his eyes open for any further signs of trouble.

Wolf-Sark lays hands on Fredrick, healing the wizard's wounds up completely. He is about to do the same for Rurik, when the sudden sound of another door opening draws everyone's attention! From the second western-leading door charge more howling humanoids, calling for blood! This group consists of three goblins, and two hobgoblins, who appear to be goading their smaller brethren before them. All of this group are armed but wear no armor. They appear to have been sleeping when awakened by the sound of the battle with the other group, but they're awake now and ready to fight. "Blood for the Beast God!!!!"

Battle is joined!

Note: Fredrick has been healed up, but Rurik has not, because there wasn't time before these new foes appeared. Karth was able to recover his arrow, but there was not time yet to search any bodies. All of the previous enemies have been killed now by your coup-de-grace actions. Also, I'm going to try something different, and just roll initiative for everyone, so we know what order everyone will go in as the battle starts. It may help streamline things.

Rurik 1d20 + 3 ⇒ (1) + 3 = 4
Osric 1d20 + 1 ⇒ (17) + 1 = 18
Karth 1d20 + 6 ⇒ (9) + 6 = 15
Fredrick 1d20 + 3 ⇒ (4) + 3 = 7
Wolf-Sark 1d20 + 1 ⇒ (14) + 1 = 15
Dresiro 1d20 + 4 ⇒ (19) + 4 = 23
Goblins 1d20 + 6 ⇒ (6) + 6 = 12
Hobgoblins 1d20 + 2 ⇒ (5) + 2 = 7

ROUND ONE ORDER
23: Dresiro
18: Osric
15: Karth
15: Wolf-Sark
12: Goblins
7: Fredrick
7: Hobgoblins
4: Rurik (6/10 hp)

Okay, in another attempts to help streamline combat, I'll resolve Dresiro, Osric, Karth and Wolf-Sark first, in order of your posts.

Combat Map


hogarth wrote:

I grudgingly accept your apology for your family's illness. Please ensure that they do not get sick in the future, however.

;-)

Hey, believe me, if I have any say in the matter, they won't! It crimps my style... :)


Hi all, I apologize that there was no game post yesterday. My wife and both of my kids are sick, so I was caught playing superdad yesterday. I had no spare time, and went to bed early. Anyway, it looks like I should have time to update the IC thread later today.


Okay, guys, I know that technically Rurik should have the first action in round two, but Dresiro's post makes this battle's end a foregone conclusion, so let's just wrap it up.

Dresiro strides forth up the hallway and swiftly dispatches the last standing kobold with his curved blade. All of the foes have now fallen, leaving the party to catch their collective breath, and decide what to do next.

END COMBAT

So you've got only a short time before those felled by Fredrick's color spray start to stir, so what'll it be?


Tarlane, you're right. My mistake, that should be 1 point of non-lethal damage from the kobold's spear. A bruisingly hard poke, if you will, but no blood drawn.


Sorry, got interrupted before I could finish the curret map. Here it is!

Combat Map


Jester, I'm not sure if you looked at the latest map, but P27 is occupied by Dresiro, and O27 has no goblin in it, because Dresiro split its head in two. So, I'm going to improvise and modify your Intimidate target.

COMBAT ROUND 1 CONTINUED

Osric dashes out to the center of the hallway, and screams bloody murder at the 'lead' goblin while flecks of white foam fly forth from his frothing mouth. The effect seems to be just as intended, because the goblin stops shouting about the glories of the Beast God, and flinches back looking rather scared.

Wolf-Sark, meanwhile, steps around the corner and easily dispatches the goblin who wounded Rurik, running the beastie neatly through with his sword.

The way now clear, Fredrick calmly strides forward, raises his hands, and speaks an incantation. The shaken goblin takes a swipe at the mage as he casts the spell. A brilliant display of rainbow-colored lights erupts from his fingertips, bathing the enemies in light and overwhelming their senses.

Goblin in O22 makes AOO vs. Fredrick
1d20 - 1 ⇒ (9) - 1 = 8
1d4 ⇒ 2

Will Saves vs. Color Spray
Goblin 1d20 - 1 ⇒ (12) - 1 = 11
Kobold 1 1d20 - 1 ⇒ (19) - 1 = 18
Kobold 2 1d20 - 1 ⇒ (13) - 1 = 12
Primitive 1 1d20 - 1 ⇒ (4) - 1 = 3
Primitive 2 1d20 - 1 ⇒ (13) - 1 = 12

The goblin's shaky sword swipe doesn't connect with Fredrick, but the spell works alomst perfectly! All of the enemies except the one kobold right next to Fredrick swoon and fall over, their senses overwhelmed by the magic. The goblin, primitive humans, and the kobold in O20 are all unconscious, blinded, and stunned for 2d4 ⇒ (2, 2) = 4 rounds, then blinded and stunned for 1d4 ⇒ 2 rounds, then stunned for 1 round.

Karth finds that there is only one opponent left standing, but that Fredrick is in the way of his shot. So he steps forward to where he has a good angle on the last remaining kobold, and lets his arrow fly. The uncomfortable adjustment in trying not to hit Fredrick, though, spoils the ranger's aim and he misses.

The last kobold hisses in rage and fear at Fredrick and thrusts with his spear at the illusionist.

1d20 + 1 ⇒ (13) + 1 = 14
1d6 - 1 ⇒ (1) - 1 = 0

The spearpoint grazes Fredrick's side, wounding the bloody mage for a second time. One damage taken by Fredrick.

END ROUND 1

ROUND 2 ORDER
26: 1 Goblin (Unconscious, 4 Rounds)
22: Rurik (6/10 hp)
20: Dresiro
15: Osric
13: Wolf-Sark
9: Fredrick (3/7 hp)
8: Karth
4: 2 Primitive Humans (Unconscious, 4 Rounds)
2: Kobold in N22
2: Kobold in O20 (Unconscious, 4 Rounds)

FALLEN
2 Goblins dead

Map forthcoming!


Welcome back, seeker! Glad to hear everything's okay now.

Spoiler:

I appreciate the mapmaking advice. I'm always on the lookout for anything that can make the process easier and faster. I would miss the numbered grid, but I'll look into the idea.


COMBAT ROUND 1 CONTINUED

Rurik shifts away from his assailant, then turns and fires at the goblin nearest Fredrick. The dwarf's crossbow bolt grazes the arm of the goblin, eliciting a piteous screech from the hateful thing.

Dresiro's own advance is spoiled by the sudden appearance of Rurik in his way, but the paladin steps around his ally and cleaves the wounded goblin's head like a ripe melon with his great curved blade. No charge possible because of Rurik's move, sorry. Still killed the goblin easily, though.

We'll hold up a bit and see if Jester wants to change Osric's action. EDIT: Actually, he kind of has to, because his intended destination is square is occupied by Wolf-Sark.

ROUND 1 ORDER
26: 2 Goblins - ACTED (One fallen)
22: Rurik (6/10 hp) ACTED
20: Dresiro ACTED
15: Osric
13: Wolf-Sark
9: Fredrick (4/7 hp)
8: Karth
4: 2 Primitive Humans
2: 2 Kobolds

Combat Map


Dresiro wrote:
Dang goblin initiative!

Quick little cusses, aren't they? :)


COMBAT ROUND 1

26: The lead goblin draws his shortbow, and shoots at Rurik, the hated dwarf, but misses badly. "Damn beardie!!"

1d20 + 1 ⇒ (1) + 1 = 2
1d4 ⇒ 2

The other two goblins scream with bloodlust, and charge forward with their short swords upraised to hack at the closest foes, Rurik and Fredrick.

Goblin #2 vs. Rurik
1d20 + 1 ⇒ (19) + 1 = 20
1d4 ⇒ 4
Critical threat! (Failed)
1d20 + 1 ⇒ (3) + 1 = 4
1d4 ⇒ 1

Goblin #3 vs. Fredrick
1d20 + 1 ⇒ (18) + 1 = 19
1d4 ⇒ 3

Both of the goblins draw blood from their respective enemies, and they caper and squeal disgustingly. "For the Beast God! Intruders die!"

Since the goblins got to go first, I'll hold up and see if anybody wants to restate actions. If you have already made a combat roll, please don't reroll, we'll use the original result.

ROUND 1 ORDER
26: Goblins - ACTED
22: Rurik (6/10 hp)
20: Dresiro
15: Osric
13: Wolf-Sark
9: Fredrick (4/7 hp)
8: Karth
4: Primitive Humans
2: Kobolds

Combat Map


Die rolls for combat

Initiative

Karth 1d20 + 6 ⇒ (2) + 6 = 8

Goblins 1d20 + 6 ⇒ (20) + 6 = 26

Kobolds 1d20 + 1 ⇒ (1) + 1 = 2

Primitive Humans 1d20 ⇒ 4


But wait!

Just as Wolf-Sark boldly reaches out to open the easternmost door, he is interrupted by the slamming open of another door further up the hallway! A small mob of humanoids, apparently alerted by the voices of the exploring heroes, comes rushing out of the closest western room screaming in bloodcurdling voices. Rushing forward in a murderous, hateful mass they shout "For the glory of the Beast God!" and "Blood for the Beast God!" The assemblage of attacking monsters consists of goblins, kobolds, and two larger figures who appear ostensibly human but their sloping brows and jutting jaws mark them as clearly less evolved than most (think neanderthals). The entire assemblage bristles with weaponry, and looks more than ready to draw blood.

The lead goblin hisses something malicious-sounding in its native tongue as it points at the group.

Goblin Language:
"Protect the temple! Kill the interlopers!"

Battle is joined!

Okay, all, I've attached a combat map. Please state combat actions for round one, and roll your own initiatives, attack rolls, and damage rolls, using the in-house die rolling code. Please refer to specific coordinates on the map when moving around or specifying targets. You may post your combat actions in any order, and then I will sort them out into the proper intiative order. If something occurs to make your stated action infeasible, I will interrupt the flow and ask for a clarification. As this is our first combat, there will surely be some bugs to work out, but feel free to ask questions as necessary.

Combat Map


Wolf-Sark wrote:

"That's thinking like a warrior, Flash. I agree." Wolf-Sark takes a quick look around before leaving.

Perception: 1d20+3

Wolf-Sark notes that it looks like nothing has been disturbed here for quite some time. There's not much else to see without taking some time and searching through the crates and barrels.


seekerofshadowlight wrote:
Hey guys my moms been in the hospital, so I have not been home. Will update when I can

Wow, sorry to hear that seeker. Don't worry about the game right now, I'll autopilot Karth until you are able to return. Thanks for letting us know, and I hope your mom gets to come home soon.


Steel-spined Wolf-Sark fearlessly opens the door, and gazes in the dim light of the mule-borne sunrod at an apparent storeroom, filled with old crates and barrels. The dank, unlit room smells of mold and rot. Two more closed doors lead out of the storeroom on the western wall.

So, explore the storeroom, or look elsewhere? The choice is yours.

Delve Level 1 Map


Rurik Ungart wrote:

Oh, this room brings back so many memories. In retrospect, I think both of my previous games went this way before dying a slow death.

Rurik reaches to his belt before Dresiro decides. "Good point." He then sneaks to the left door and begins to inspect it.

Stealth: 1d20+7 Perception: 1d20+5, +1 if to find traps.

The simple wooden door looks perfectly safe to Rurik, and he doesn't hear any sound from behind it.


Some of the doors can't be reached without dealing with the string/bell alarm first. To clarify, I marked its location with a red line on this updated map.

Level 1 Map with Alarm Location


Wolf-Sark wrote:

Wolf-Sark throws his light-javelin into the darkness as far as he can.

Perception: 1d20+3

Wolf-Sark squints in the darkness, watching his lighted javelin sail down the hall...

Wolf-Sark:
As the javelin sails down the hallway to the north, its bright glow illuminates a string that runs between the east and west walls, some 40' north of the entrance. Wolf-Sark clearly sees a number of small metal bells tied to the string, gleaming in the javelin's light before it sails further and lands with a soft clatter.


We haven't heard from everyone on the matter, but there seems to a good consensus, so north it is.

The party quickly arrives at the decision to proceed down the north stair, and descends cautiously. The group emerges into an ancient hall of mortared stone that stretches before them, littered with small bits of rotten, splintered wood and grimy tatters of cloth. A dim torch in a sconce ahead reveals a number of wooden doors, all closed. It stinks of urine and sweat here.

Perception Checks please, gentlemen. Also, please note that to make life easier for myself, I have actually extended the map to include the entire length of the room, even though it would actually be beyond the range of PC vision for now. So, for in-character purposes please just interact with what you'd be able to see according to current lighting conditions.

Dungeon Map Level 1


Added a profile for Erlan Ferg to the NPC section of my profile.


Wolf-Sark wrote:
Traffic through all three entrances, or one more than others?

Difficult to determine specifics; likely traffic in all three directions.


Wolf-Sark can't make out much on the ground, but Rurik fares somewhat better. It looks like there is definitely traffic through this entry area, because the dust has not settled much. There are no specific tracks, though, so it's not clear whether the movement in and out is from other groups of dungeon delvers, inhabitants of the dungeon, or something else entirely.


I added a link in my profile for the map of dungeon level 1. I'll continuously update it, as you guys progress.


Looks like the general consensus for order is something like...Rurik and Osric in front, Karth and Wolf-Sark in the middle, Dresiro and Fredrick toward the back. Works for me. Off you go...

In the combined light of Wolf-Sark's gleaming javelin, and Fredrick's glowing sunrod, the party has plenty of light to see. With all feasible preparations now made, the group begins its descent into the unknown.

The party proceeds 20' down the old staircase of simple masonry stone, and then emerges into a simple 20x20 square crossroads room. Additional stairs continue downward to the north, east, and west. The area is quiet, with little to recommend one direction over another. A decision is at hand.

Please note that the scale for the dungeon maps is 10' per square, so the place is bigger than it might first appear. One additional word of advice: Perception and Knowledge checks are your friends in this place. But, if you lean too much on the old 'Take 20' searching stratagem, some nasty wandering monsters might just come your way. Sorry, it's a pet peeve of mine. Please stick to Taking 10 unless there's particular reason to suspect danger, or there's something very specific you're looking for. That said...which way, gents?

Level 1 Map


Call it fate, destiny, or just random chance, a new adventuring company has been formed in the taproom of the Lost Shepherd. United by a dsesire to plumb the depths of the infamous dungeon known as the Dragon's Delve the six adventurers soon take their leaves for the evening, agreeing to gather together once again the following morning.

The two-mile journey to the delve entrance is uneventful, even pleasant. The sun shines overhead, and songbirds call out their sweet melodies, adding a spring to the step of even the most hardened member of the company. The ruins of Chordile Keep lie at the center of the land known as The Fallen Duchy, atop a long, gentle hill known as Bryson's Look.The area grows thick with silver maples, boxelders, and the occasional firethorn.

The ruin offers no intact structures--only vine-grasped piles of stones, overgrown outlines of foundations, and the furtive hint of walls and arches. The entrance to the Delve is easily found...various explorers and treasure seekers have left it well-cleared. The entrance to the dungeon itself is little more than a twenty-foot wide open pit with an exposed stone stair that descends into darkness. The more observant explorers among the party notice the remnants of cooking fires and other signs that previous delvers have made camp near this pit. Clearly, this company is not the first to test the Delve's perils.

The silent stair down beckons...who will answer the call?

Okay, the stair down is dark, so you'll need a light source. Also, if you could establish a general marching order, that will be appreciated. Then, in you go!


Osric wrote:
Osric looks over to the barmaid asking, "How much for a room?"

Taran answers, "Five silvers a night for a room. Nothing fancy, but they're clean and well-kept. If you want to rent a padlock for the door, that's another five."

Hi all, good weekend I trust! I'll get you along to the dungeon a little later this afternoon.


Fredrick 'Flash' Williams wrote:
Fredrick will take a different tactic in all of this, motioning the barmaid over and flashing her a warm smile, speaking quietly enough that the dwarf hopefully won't hear. "Sweet Tamran, if our friend Erlan has truly been to the Dragon's Delve, then I should suspect it would be very helpful for us to speak to him, however it doesn't look like he is in any condition to be helpful tonight. Since we appear to be intending to leave tomorrow, I would hoping that perhaps you could give us direction to where his home may be so that we can ask some questions while he is more coherant."

Taran smiles sadly. "Well, talking to him will likely just get you more of the same, no matter when it is. When sober, he's good for an entertaining tale, but I don't know how much truth there is in them. But if you like, I can give you directions to his home."


Dresiro wrote:

"How long ago was it that you were there Erlan?" Dresiro asks, bringing him over another mug.

Diplomacy 1d20 + 7

"Thanksh, paaalll..." Erlan smiles with crooked teeth at his other new best friend, Dresiro. "It wass...two daysh ago. I mean, two yearsh ago."

It's becoming apparent that Erlan is rapidly losing coherency.


Osric wrote:
”The carpets of Tral-Ferrer…………jus’ sumthin I heard once on a boat trip”

There'sh carpetsh on boatsh now? That'sh odd..." mutters Erlan.


Osric wrote:

”Dwarf, what do you know about the carpets of Tral-Ferrer?”

“I am buying.”

He places a silver reluctantly on the counter.

Erlan ignores the bristling Dresiro, and instead turns all his attention to his new best friend, Osric. "Thanksh, friend, I needed a refill!"

The dwarf takes a long drink from his fresh mug, heedless of the foam that flecks his dirty beard. "Whatsh thish about carpet, now? Never heard of it."


Dresiro wrote:
"Yes, what can you tell us of the delve? What is your name master Dwarf?" Dresiro looks on curiously, waiting for a reply.

"The name ish Erlan Furg! Were you not lishening?" replies the unkempt dwarf proudly.


Crimson Jester wrote:

I couldn't sleep last night and did this on the fly, hence the mistake. More then I realized in fact. I should have it corrected today however.

edit:Including a couple you did not notice. Shoudl be fixed now

No problem. Looking at him again now, I see just two more quick issues:

-ACP total would be -5, including the buckler

-Damage with falchion should be 2d4+4 because it's a 2-handed weapon.

Other than these 2 small things, he looks good to go now. Please jump in on the IC thread as soon as you can. :)

Oh, and don't forget Osric's rumors in case you missed them earlier. Click on my profile to find them.


Fredrick 'Flash' Williams wrote:
Fredrick will raise his brow a bit at the new dwarf's pronunciation though he glances to the others who look like regulars in the club, including the barmaid to try and pick up whether this newcomer is taken very seriously by those who would know someone here long enough to have been to the delve.

Taran catches Fredrick's look, but can only shrug her shoulders in response. As she passes by the illusionist to refill a cup, she says in a low voice, "That's Erlan Furg. He's been a fixture here for over a year now, getting drunk and jawing at anyone who will listen with tales of his 'experiences' in the dungeon. Who knows if any of it's true?"

Fredrick 'Flash' Williams wrote:
"Truly? And yet you have returned. It cannot be so terrible if some of those who venture within return. Obviously, my fellows intend to venture forth towards the Delve on the morrow, are there any insights you can give us for what we may expect? Perhaps give us an idea of the layout."

Erlan answers, "In...Inshights? Well, I dunno 'bout that so mush. That were a long time ago, an' my memory's nosso great no more. Don't 'member all the detailsh and suchlike. But I can tell you itsh dangeroush, full of curshed moon pools, po...pois'nous fungush spores. Goblins. Took all my strength and cunning to getsh out alive, it did. 'Nother ale, here, lasshie."


Crimson Jester, I forgot to mention earlier that it's okay with me now for you to go ahead and introduce Osric in the IC thread now. I know there are some issues to clear up with his character sheet, but I'm confident we will. I want to go ahead and get the full party together asap, so we can get you guys off to the dungeon.


All, I started a section in my profile for NPCs. The first two entries are for Taran and Juddelo.


From the other side of the taproom a gruff voice speaks, interjecting itself into the conversation with slurred speech. "Hah, my kinsman'sh right, you know. It'sh dangeroush down in the delve. Trusht me, I know all about it. I've been there."

The speaker is a short, muscular dwarf with a dirty gray beard. He wears banded mail, and has a greataxe strapped to his back (which looks like it has not been well cared for). From the numerous empty ale flagons on his table, he is apparently deep in his cups.


Jester, I'm not sure if you have completely finished statting up Osric yet, but I took a look at him just the same. I noticed a few discrepancies as follows.

-Hit points should be 13 (assuming fighter is his favored class, and you took the bonus hit point)

-Flat-footed AC should be 16

-Climb and Swim would be +2 when wearing armor (as I assume he will be most of the time while adventuring in the dungeon)

-I'd prefer to see complete combat statistics with each weapon, including attack mod, damage, crit range, etc. Also, he has the Weapon Focus feat with Greatsword, but I don't see a greatsword listed in his weapons.

-Is there any other mundane equipment he carries?

If you could, please have a look at these and get back to me asap, okay? Apologies if these were issues you were already aware of. Thanks!


Crimson Jester

Spoiler:
Could you do me a favor and hold off on posting anything further in this thread until we can get your character approved to start play? I'd still like you to be a part of the game, if you want, but we need to get a completed character sheet first. I'd be happy to discuss anything you'd like in the OOC thread. Thanks.


Great first day of posting guys! Love the enthusiasm and the characterization. Keep this up, and we'll have something really great on our hands. :)


Rurik

Spoiler:
I'd call it about a DC 17 Knowledge Local check to know anything about the Ungart merchant family, Davi. Brindenford is somewhat off the beaten path, so I'm sure they wouldn't be as well-known there as in a larger city. But still, there is some chance.


Karth Tallstag wrote:
Karth, does not say much though most of the exchange. "Seems we have an expedition then. Making his way toward the barkeep, he says "I'll have a plate of whatever you have, and a ale he says fishing coins from his pouch

Taran happily accepts Karth's payment, and serves him a large helping of the same roast chicken and vegetables as given to Dresiro, along with a tall flagon of ale. Say what one will about Juddelo's work ethic, he is evidently a good cook...the food is quite tasty.


Dresiro wrote:
Did I get anything for my Knowledge Religion Delirium?

Dresiro

Spoiler:
Actually, my call for checks wasn't really meant for you, because it was to give information about the church of Vune, and how Dresiro's actions were unusual for one of that faith. Basically, all the stuff we already hashed out in the other thread. Sorry about the confusion!


Fredrick 'Flash' Williams wrote:
Fredrick will smile appreciatively at the girl as she encourages the halfling back to the kitchen bowing his head a bit to her when she brings him a drink. "I thank you, Miss. You have a fine establishment here."

Taran looks surprised, briefly, at Fredrick's words, then smiles. "I am glad you like it here, good sir, but I am certainly not the owner. Just an employee." The girl strides away to take Karth's order.


Wolf-Sark wrote:
"News?" The hooded figure gives a grim chuckle. "The bodies of many men and goblins lie rotting in the forest ten leagues north of here. The battle was glorious and I lived to tell the tale. Now isn't that a fine piece of news?"

"Err, yes. Fine indeed. Please excuse me, enjoy your whiskey sir." Taran answers nervously, then moves away from Wolf-Sark quickly, to fetch a drink for Fredrik.


Fredrick 'Flash' Williams wrote:

Fredrick will give the elf a knowing wink before leaning in towards the halfling. "Ahh, but are you sure the Vune that you know is the same that is known to all?"

He taps his staff lightly(using his arcane bond for the day to cast silent image), forming an image in the air of a heart with the symbol of Vune emblazoned on it, it slowly rotates around with the other side displaying a shield bearing the symbol. The image lasts just a few seconds before it disappears.

"Each god and goddess has many more arms then a man, more branches then a tree. I would imagine that even the most peaceful of deities would need those ready to hold the peace so that the others may enjoy their serenity."

1d20+5 Bluff if applicable

Juddelo watches Fredrik's display in interest, then replies, "Well, I suppose you could be right. I know that the Vune worshippers would take to arms quick enough if trouble came knocking at the town's door. Most just don't go looking for it, that's all."

Taran interjects, "Which is something that you're practically an expert in, so you should know, Judd."

Still grinning, Juddelo finally takes the hint and saunters back off into the kitchen.


Dresiro wrote:
"Thank you halfling, though I do not appreciate you questioning my faith." Dresiro then begins to eat his meal.

The barmaid, Taran, calls from across the room, "Don't mind Juddelo, sir. He'll start an argument over nothing, if it means he can get out of the kitchen...where he has work to be doing!" Taran gives the halfling a meaningful look, but Juddelo just laughs.

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