Kaigon the Miscreant

Helgen Inarossa's page

93 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


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HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

I hate to do this in the middle of a battle, but I am finding myself a little over commited PBP wise, and am withdrawing from several of my games. Thanks for the fun, and best of luck to everyone. Maybe we'll see each other again in a future game.

Feel free to run Helgen as NPC for as long as necessary.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Alright lets give it a try.

Round 3 Action:

Fighting Defensively (-4 attack, +2 AC)

Move to D8 (provokes from C3,C4,E4)

Overrun Goblin at E9 (the penalty for his small size, and my penalty for defensive fighting cancel out) 1d20 + 5 ⇒ (14) + 5 = 19 (Provokes from E9)

Assuming success (or he gets out of the way) continue moving to H10 (provokes from F9 and G9).

---------
Hope I don't get really unlucky here!


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

So I would end up in square G10 or H10. Where would the rest of you be?


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

You all have to be adjacent to me to Aid Another anyway. Right?


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

The penalty is for fighting defensively. I'm not willing to risk that many AOOs even with an only 10% chance to hit. I will start moving in their direction but I'm not gonna just barrel in.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Just want to point out that my AC is currently 19 in case that got missed. Don't think it did, just being thorough.

I'm also not sure that provoking 8 AOOs for the chance at an overrun with a -4 penalty is worth it. In fact I'm sure it's not. Sorry guys. If you wanna try something that suicidal go for it.

HP:12/13

Helgen will swing at the goblin in E3. Then 5' step back to D5.

Attack 1d20 + 5 ⇒ (8) + 5 = 13
Damage 2d6 + 6 ⇒ (4, 1) + 6 = 11


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Well, if it's dead I will. Other wise I'll take out the spider. Goblin is a lesser threat, and if his mount dies he should have a chance to fall off and be possibly prone.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen will swing his hammer at the spider who just tried to bite him before stepping back.

Attack (PA) 1d20 + 4 ⇒ (12) + 4 = 16
Damage 2d6 + 9 ⇒ (1, 6) + 9 = 16

5' step back, attempting to close formation as Hal described.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Initiative 1d20 + 3 ⇒ (5) + 3 = 8

My first action will still be what I said, wait for someone to close to melee range and then hit them with my hammer.

Attack (Power Attack)1d20 + 4 ⇒ (1) + 4 = 5 Bah! Auto miss.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Well, we have a general plan already (I think). To make combat plans we need some kind of map probably.

I'd recommend that you roll initiative for everyone, and do the monster's actions on block initiative. Or at least break them up into several groups of 3-4 that act together or something. Otherwise with ~20 goblins, we will be playing out this combat until the kiddies go back to school in the fall.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen not understanding Hal's words simply moves to the front of the group and readied himself for combat, waiting to see how things will play out.

Move 20' to place self between goblins and others, then ready an action to attack anything threatening that comes within melee range.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise
Hallister Silverspike wrote:
You know, I'd be all for you telling us when we level up and doing away with XP altogether. It would be one less thing to track and lets you very easily control the pace of advancement.

Seconded, that's what I do in my games. Just level us up when we should be level 2.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen readies his hammer and moves to edge of the group closest to the caves. He then moves forward following the others.

If it's been more than an hour since the bridge I will cast Mage Armor again.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

"I won't hesitate. The gods can sort them out." Helgen replies.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

"I've fought but I've never killed." Helgen says looking at the ground uncomfortably and kicking a stone.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen nods. "It's the most expedient route to our destination, and who's to say that we wouldn't just encounter more bandits if we had to travel the long way around instead? I'm not proposing we hunt down all the bandits and kill them, simply that we do what we need to do to get past the ones in our way. Turrand has the right of it." He looks at Hallister. "Believe me, our mission is my number one priority."


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Edit: Bah! Double ninja'd....

Helgen listens to everything that Turand has to say while walking along with the group. "Agreed, bandits need to be dealt with. We can't afford to waste time anyways." He drifts back to walk along next to Moralane. "Glad to hear we agree on this one, I was just about to ask your opinion."


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen unhappy about the new additions to their ranks, but unsure of anything he can reasonably do about it simply follows the other dwarves silently. He keeps his hammer ready and avoids conversation for now, making sure to keep behind the newcomers to the group.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen frowns, but allows them to respond to Hallister's offer.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Sorry, but in Helgen's mind these guys are clearly bandits. They can either surrender or die. No way in hell he's going to believe that guy, who's obviously trying to walk them into a trap. Now I didn't actually have a minute to:

d20pfsrd.com wrote:

Influence Attitude

You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If successful, the opponent will:

give you information you desire
take actions that do not endanger it
offer other limited assistance

After the intimidate expires, the target treats you as unfriendly and may report you to local authorities.

Fail: If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.
Influence Attitude Action

Using Intimidate to change an opponent’s attitude requires 1 minute of conversation.

So I'll let Terquem decide how that works rules wise.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

"You've got some stones old man. Drop your weapons and hit the dirt. NOW!" Helgen says with a loud growl.

Intimidate 1d20 + 3 ⇒ (19) + 3 = 22


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen will move up to the front of the line even with Hallister, but say nothing for the moment.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen will follow Hallister, his hammer at the ready.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

How big are the footprints? Were they wearing boots?

"Detour? Lead on.." Helgen says. He takes in Rownig's signal and the footprints on the ground.

Are we still in two 'groups'? If so who is in which group?


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

"Wait a minute, we're not in a hurry. Lets stay within 20 paces of each other (60 feet). We can split into a couple groups though. We shouldn't all be on the bridge at the same time is all." Helgen says. He has his massive hammer held ready before him in both hands, and is constantly scanning the hilled southern side of the road/bridge.

Perception 1d20 + 4 ⇒ (3) + 4 = 7

Is there enough undergrowth to provide cover on the south side of the road?


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Are we close enough to the bridge to make perception checks on it and its surroundings?


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

"I understand the need for caution, but if we can't handle some bandits what hope do we have of defeating an undead plague? I say we proceed with caution." Helgen says. He begins to twirl his hands through the air, and mutters some arcane words. When he is finished a ghostly green glow surrounds him for a second before fading away.

Cast Mage Armor


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen will remain on the road, waiting for the others to finish talking to the villagers. He will scrutinize the buildings and nearby area looking for signs of recent disturbance.

Perception 1d20 + 3 ⇒ (1) + 3 = 4


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

I like the 48 hours outside combat, 24 in.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen resumes his whistling as they walk, changing the tune every few minutes. Eventually he tires of it and walks in silence. He will slow his pace until he is in the rear, and has a good view of Atharessa's rear. Ah the rear-guard, my favorite position... If she catches him staring he will simply smile and look away.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen stops whistling, turns around and listens to the rant. After the handshaking he says "Good morning ladies, my name is Helgen Inarossa. Pleased to meet your acquaintance." he says bowing from the waist. "Do not let me strange appearance throw you off, I am a skilled magician and fighter and I hope to earn all your trust during this journey. We will need to become true companions if we are to succeed.

Moralane, I am the fifth child of my father and a cripple to boot. I too am here of my own free will. My father is also a fool. Perhaps we have more in common than you might think. Our current plan is to head into witches valley and see if goblins have been having problems too. They might be able to lead us to the source of the plague."


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen chuckles heartily. "My my Sir Silverspike, you certainly have a way with words. Come m'lady, the man lacks tact almost as much as you, but he's right. Lets move." He says, hoisting his great warhammer up onto one shoulder and starting off to the west. What a beautiful morning. He thinks, as he begins to whistle a simple repetitive tune while they walk.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Sorry, meant 4 and 5 like you said Rownig. I feel that group intiative really penalizes a lot of character choices and spell casters, but if that's what everyone else wants I'll go with it.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

I prefer that the GM rolls initiative, everyone acts in order, or basically in order to avoid alternate actions. If an alternate action MUST be written, put it in a spoiler. I also recommend that we put something like this at the top of each combat post (especially if we aren't going to use maps).

Round: XX
Init: XX
Location: XX
HP: XX/XX
Buffs etc..

(in character description of actions)

(ooc description of actions)

I also like it when the GM does a clear end of the round summary like Rownig said. Since there are only 4 of us, and one of us is basically an NPC at this point I think waiting on people to post won't be so bad. If we're in combat I think one post every 24 hours is fair, if you don't post you are dazed for that round. (Combat posts don't require much thought/writing). Unless you warn ahead of time, "Oh I'm out of town for two days, work is tough right now etc." I might miss a post.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen will ignore whoever is following him, go about his business and be at the inn around dinner time. He will enjoy the meal and drinks Rownig has laid out for him, and tell them about his difficulties in finding supplies throughout the day. Helgen will turn in early, saying "I'm exhausted friends. Don't want to stay that way tomorrow, I'll see you at sunrise." Before trundling off to bed. He will lock the door as securely as possible, and then dismiss his eidolon and go to sleep. Upon waking the first thing he does, is resummon his eidolon. Only then does he unlock the door, and make his way down to meet his friends.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

"I'd be happy to friend. Thank you so much. I'm planning on staying in the (insert Inn name here) tonight, we could meet there in a few hours?" He asks, returning the friendly shoulder slap. Rownig notices that smacking Helgen is like smacking a glass sculpture. Whatever magical suit is covering his body is quite hard.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen will approach Rownig at some point in the bustle of everyone getting prepared. "Rownig, excuse me for a moment. I know I'm not officially part of the Lady's retinue, but I plan on accompanying you on your journey. Could I have 30 silver for some basic supplies? I will return any that is left over in the morning when we meet." Helgen appears to be ashamed at having to beg for his money, but he is determined to be a part of this.

Assuming Rownig says yes, I will thank him profusely and hustle off to get the items I listed in the above post. Then make my way home to leave a note with my father's steward or my sisters. Then I will rent a cheap room in an inn near our meeting place, and be ready to travel at first light. Hopefully I'm not jumping the gun again, but it doesn't appear that I need to do anything with the King.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise
Terquem wrote:

I am going to give Azram one day (today) to post something meaningful, and if he does not, I will take over the character as an NPC. I do not mean this to any kind of admonition or critique, but I feel that I can manage the character better, and perhaps the player will find another game more suited to them.

I think this arrangement will work well, and has the potential to allow the three players who are representing the knights to have some limited control over an NPC (henchmen) that is also part of the house. In most situations, Rownig can give me some indication of what he expects Azram to do, give him orders, that kind of thing. Mazrim can do the same for Atharessa, and Hallister can try to do the same thing with Moralane.

Also, each player can talk to the NPC as a way to access the world (through the DM) in situations where your own Knowledge (and Knowledge checks) may be lacking.

Helgen, as an independent participant in the mission, will not, for the time being, have an NPC hireling or henchman, but this could change.

If anyone is not alright with this arrangement, please let me know soon.
It looks like the party has spent about 90 silvers of the six hundred they were given. I will deduct another 60 silvers for a small assortment of supplies for the NPC’s. You can, briefly, check with one another to ensure that you have done everything you need to do before leaving. You should continue to post in the game thread any discussions between you, as players, and when you are sure you are ready, let me know, and I will set the scene on the road out of town.

Sounds good to me.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

here is a link to the photo.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

I gotta say I'm with Hallister on this one. I really appreciate the more historically accurate nature of this campaign world, however I'm all for upping the handwaving factor a bit.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Oh, sorry. I will ask Rownig and Azram if I might have 25 silver 15 copper from them to purchase the items I listed. If they refuse I guess we can retcon it. Helgen doesn't really care what his father or his aunt want him to do, he is going. If I absolutely have to I would steal what gear I need from my father's household. The whistle and silk rope aren't absolutely necessary.

As for talking to my father, I'd rather not roleplay it out. I'll just leave a letter with the household servants. Lets get the first Chapter started.
------------
Travel Plans:

I vote we go this way:
...ways to reach the valley. One is to travel west along the King’s Coast road for approximately 12 miles until you come to the river Avantharea (rough water). There is a bridge that crosses the river, but you would want to turn south and follow the river before crossing the bridge. The river flows through a canyon. It is called Thrindasse Canyon, and is named for the crystals (Thrindasse Crystals are speckled yellow and green and are a soft easy to shape decorative crystal used in common adornments, jewelry and brocades) that are found there. It is a difficult canyon to follow, but if you choose that path it is seven miles to the headwaters of the river, at Eight Fountains Springs, which lies just about in the middle of Witch’s Valley.

Then we could travel to the eastern end of the valley before coming back west through the whole thing and heading home via the Outpost at Rocky Point. I mean, assuming we live to head home.
------------
Re: Starting a new thread

I don't see the need. If we keep using this one it's easier to look back. Ultimately it's up to you, but I say if it aint broke don't fix it.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

"Thank you kind lords, and my lady" Helgen says with a deep bow from the waist. "We do not take this sacred duty lightly, we will return only once we have succeeded." He turns to follow Mazrim a few steps away. "Sounds good to me. I should probably inform my father of what I have chosen, and see to my affairs. I will be back here at the dawn bell tomorrow morning."

Helgen will spend the rest of the day getting his affairs in order. He will buy a horse if possible with his share of the silver. Also the following items:
-Backpack 300 copper
-Silk Rope 50' 2000 copper
-Wineskin 125 copper
-Bedroll 50 copper
-Signal whistle 5 copper
-Rations 14 days 35 copper


Total:25 silver 15 copper


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise
Hallister Silverspike wrote:
Award to least diplomatic diplomacy check ever goes to the above post. :)

Lol. I figure they seem to be very conscious of what people think of them, a little shame is a good motivator.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

"I've seen nobles in the Capital spend more than two hundred silver on a ball. Are you sure you want to be remembered as the knights who couldn't afford to keep Karrita Moirana from being overrun by undead hordes?" Helgen asks the knights with a dubious expression on his face.

Can I use my 22 diplomacy from the discussion here? That's what it was intended for, and I probably won't roll that well again.

"In any case, what do you say to our plan? Time is of the essence. Will you present it to the king?"


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Okay, well I still feel that if you make a 'moving thing forward post' every 3-4 days that it's a reasonable interval. Many PBP games go for a once/24 hours or 48 hours rule so it would actually be fairly generous. If someone is going to be super busy and not post for a few days just let us know in discussion, or even post a short one liner just to let us know that you're alive. -shrug- I'm in 8+ PBPs right now, and this is one is the slowest, followed closely by one other. But in that one it's the DM who doesn't post that often. Regardless, I will stick around. But that's my two cents.

Hopefully we don't completely lose Azram. No cleric in an undead themed campaign makes things a lot harder. As does only having 3 PCs, although the synthesist is powerful enough to balance that part out. We're just gonna be screwed for healing with no potions or wands. Helgen can heal himself (at least his Eidolon part), but everyone else will be on their own.

Edit: PS, I was going to take diplomacy instead of spellcraft, but I didn't because of Azram, and now he never posts ~_~ I'll have to grab a rank at level 2, assuming we get there.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Honestly I'd rather not have to roleplay buying items, just because of the time it takes in PBP.

Azram should be the one to request more aide, he has a +6 diplomacy. However, he hasn't checked in for a while (a three line post six days ago). Perhaps you could make a check for him Terq?

I get the feeling he's either going to drop out or need to be DM PCed a lot to keep the game moving. Maybe I'm too impatient, but it helps me stay interested when the game moves as fast as possible. Perhaps we could make some kind of rule, if you don't post by the time Terq makes a gameplay post you are either assumed to have done nothing since the last one or you get DM PCed. You seem to be posting every 3-4 days Terq, I feel like that's a fair amount of time to expect people to post in. Comments?

As for the diplomacy, here is my roll to get us at least 300 silver. Also, if you make an item list, please include wand prices if they are anywhere near our means.

Diplomacy 1d20 + 3 ⇒ (19) + 3 = 22


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

That sounds good to me, I actually don't really need anything beyond the basic bedroll, pack, etc. I mean, I could use a wand of shield or enlarge person but that's about it.

My diplomacy is +3


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Lol. Rich people usually are.


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HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen seems momentarily taken aback that they are expected to produce a plan on the spot based on his comments, but he quickly gathers himself and starts talking. "Well, we know that there are undead streaming down out of the Varidau Mountains and attacking our settlements. That old oracle spoke in prophecy and riddles, but he seems to think this has something to do with a hidden palace somewhere in Witch's Valley. Possibly to do with the old stories of the Vampire Queen. I'm not sure if I can believe that, but we do need to find out what's going on. I propose we attempt to track the plague to its source, and deal with it there. The goblins in the mountains are probably experiencing similar problems, and might be willing to help us. If nothing else, we can rule out Witch's Valley. We're not asking for much here, just some basic gear and a chance." He finishes, then looks a bit surprised that he was able to not make an ass of himself again.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Helgen smiles when Hallister steps forward as well. Good, surly bastard like him has got to have experience. When he opens his shirt to reveal the scar, Helgen's eyes go momentarily wide and he can't help but staring. Wonder what made that...

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