"I am all about bringing Zincher to justice, but it must be done lawfully. We are better than to just burst into his establishment and attempt to thrash him."
"I agree that something is very strange here. We all know that Zincher has some issues, but I wonder what he could have gained by letting a serpent free here?"
Ironleg's mind was running quite quickly, with both questions, and the effects of the poison making him light headed. "Yes sir, I think a more secure and private locale might be appropriate before discussing this matter any further."
Ironleg jumps forward and attempts to use his punishing kick ability on the snake, trying to knock it prone. If I hit, DC 13 Fort save to resist being knocked prone.
"Keep your talents at the ready, Eroril. I am going to go flush the beast out. If it tags me, I will need you," Ironleg gulps, taking a deep breath, approaching closer to the tub area, scanning for the snake.
"Get back Zenani, and try to pull him wtih you. Once you get clear, go get Eroril, and tell him he is needed. He'll take care of the boy." With that being said, Ironleg moves toward the snake's position, ready to strike, if it came at him. At the least, he wanted to divert its attention to him for the time being.
Hearing the kitchen ask for help, Ironleg springs into action. "I'm on it!" he yells towards the rest of teh staff, and continues to weave his way through the crowd to the kitcehn area.
Ironleg attempts to avoid detection, but attempts to maneuver himslef closer tot he table when Zincher is gambling. If there is no way to blend into the crowd, he will join the General on teh catwalk above, attempting to get a clear view of the scene.
"Once again, please remember to contain your magicks to the arena. An injured spectator automatically disqualifies you. Aside from that, you two should take a starting position, say 50' from each other. I shall count down from 'three.' From three, two, one, and begin shall be the call. At 'begin', you can start your actions. Do not act before you hear me say 'begin.' If there are no other questions or terms, please take your positions," the dwarf calls out, pointing each to a spot roughly 50' from each other.
If there are no other questions or issues to resolve...
Once the two mages take their spots, Ironleg takes a (hopefully) safe spot, and begins the countdown. "Three, two, one, begin..."
"Fine, then we will battle until one of you yields. Elias, do you agree to these terms? Once agreed upon, there will be no changing of them. Now that it seems that is worked out, will there be any prepatory time allowed, or will the battle start with no current spells in effect?"
"Gentlemen, with only an apology as the contested issue, perhaps this duel can be settled with only a minimum of bloodshed. Perhaps to the first blood (maybe 1/4 of hit points, or a 1/2 of them)? That will show who is the better of you, at least for today..."
"I would prefer to address the combatants together, so there is no allegations of untoward behavior."
Ironleg motions the two wizards together. "Gentlemen, it is now time to set the ground rules for the duel. Arcane combats are not the norm around here, so we need to spell out the exact parameters of the contest. What will consist of a victory? Do you plan on dueling only until one admits the other the victor, or do you want to pursue things further? I would advise if there is time for prepatory magic that it be extremely limited, well under thirty seconds. We also need to announce the terms of teh wager so that there is no question what the winner shall have claim to upon victory. Finally, while you might lose your temper, it is vital to remember that your spells must be contained so that spectators are not harmed. If a spell goes awry and injures a bystander, the prepetrator shall be automatically disqualified. Oh, and I do need my fee up front, in case one of you might not be in such a situation to pay after the duel. With that said, what will be rules be?"
"Not only a duel, gentlemen, but an ARCANE duel. We don't get too many of those in town. Most of the wizards here are too busy studying the gate to get on each other's nerves. This should be really interesting...a good opportunity to prove which of the two are the better."
Ironleg heads back to the Goblin, knowing he had a few hours to kill before the duel began. He fills Kozaric in on the excitement, to see if he would like to attend the battle as well.
"Of course Mr. Zincher, so long as the battles are over in time for me to get to the Goblin before my shift begins. I have been so busy lately, I haven't had the chance to visit the arena lately."
Having gotten a bit of a positive reputation, after helping roust the thugs at the Goblin, Ironleg decides to go towards the arena and see what is going on there, checking for any promising new fighters.
Ironleg arrived late to the berakfast. He had been enjoying a particularly vigorous training session, followed by a short period of meditation upon things. Before he knew it the time had gotten away from him. "Did I miss anything? Those pancakes smell delicious!
"Thank you very much, Diego. That hits the spot. You know, watching you during the fight, you should perform some tricks for the audience. I am sure we could bring a crowd in to watch you put on a display with that whip of yours."
"The punk tagged me pretty good, guys," Ironleg laughs, realizing he might have a bit of a puffy eye the next day. "And that was quite a trick with the pie, Diego. Talk about entertaining your customers..."
If things are not settling down, Ironleg will punch the closest opponent, doing nonlethal damage. If they seem willing to continue talking, he is fine with that.
Ironleg immeidately looks up at Kozaric and gies him a quick nod. The monk then moves in the direction of the drunken men.
"Gentlemen, what seems to be the problem here? If this rapscallion giving you a tough time? Don't worry, he will do his best to satisfy any problem you might have," he laughs pointing at Diego.
Ironleg tries his best to shake off the boredom of the evening. It was a completely different job when he didn't have to rouse troublemakers. He continued looking around the establishment.
"Sounds like a pretty good fit for the Goblin, if you ask me. Maybe you could give him a trial run, and keep your eye on him while he proves himself," Ironleg suggests.
"Nice to meetcha Diego. Call me Ironleg. Anyone needing work sounds good to me. But you have to pass the General's test," the dwarf says with a bit of a grin about his mouth. "Kozaric, come over here and give this guy the once over."
Race
Goblin Thief Rogue Oracle 15 | HP 201, AC 36 (+2), F +25, R +30 , W +25 | Fire res 7 | Perc +27, Stealth +28 | Speed 40 ft | Focus 3/3 |
Items
Carried/Worn: Assassin's Skin, Major Staff of Healing, Crafter's Eyepiece, Spacious Pouch I, Prognostic Veil, Silver Religious Symbol, Shadow Signet, Greater Cloak of Illusions, Winged Sandals, Entertainer's Cincture, Greater Sturdy Shield (Hardness 15, HP 120, BT 60), Echo Receptors, Greater Retrieval Belt
Bag of Holding: Wand of Tailwind (2nd), Wand of Alarm, Wand of Vital Beacon (6th), 50 Arrows, Potion of Quickness, Sawtooth Saber, Steel Shield, Thieves' Tools
Consumables: Moderate Silvertongue Mutagen (5), Holy Water (4), Scroll of Bless (Rank 1), Scroll of Mending (Rank 1), Scroll of Restyle (Rank 1), Scroll of Cleanse Air (Rank 2), Scroll of Water Breathing (Rank 2), 10x Potion of Quickness, 3x Predator's Claw, 2x Grim Trophy, Greater Emeral Grasshopper, 2x Gallow Tooth
Greater Retrieval Belt holds: Greater Sturdy Shield, Major Staff of Healing
AC 36 (+38 with shield raised); Fort +25, Ref +30, Will +25 HP 201; Resistances fire 7
Reactions: Shield Block, Opportune Backstab, You're Next, Twist the Skeins of Fate (1/day; Trigger: An ally within 30 feet is about to attempt a saving throw; Requirements You have the cursebound condition; Effect The ally gains a status bonus to the saving throw equal to the value of your cursebound condition.)
Speed 40 ft, Climb 10 ft
Melee +2 Greater Striking Greater Frost Flaming Dogslicer +28 (Agile, Backstabber, Finesse), Damage 3d6+11 S +3d6+1 Precision +1d6 Fire +1d6 Cold
Dice Roll Code:
[dice=Attack]1d20+28[/dice]
[dice= damage] 3d6+11+3d6+1+1d6+1d6[/dice] <== 3d6+11 Slashing, 3d6+1 Precision, 1d6 Fire, 1d6 Cold (ignore cold resistance)
on Critical hit: Slowed 1 (DC 34 Fort), 1d10 persistent Fire damage, off-guard until start of my next turn
Skarn was born in the shadowy depths of the Darkfang Mountains, where goblins thrived in their squalor, raiding the nearby villages and reveling in their chaotic nature. From a young age, Skarn exhibited a rare cunning that set him apart from his kin. Where other goblins would charge recklessly into battle, Skarn would slink through the shadows, striking from behind with deadly precision. His talent for stealth, thievery, and assassination quickly earned him a place of prominence within his tribe.
But Skarn's ambition knew no bounds. The goblin longed for more than just power within his tribe; he sought domination over all goblin-kind, and even dreamed of one day ruling over the lands of men. He began to covet the ancient and forbidden magic said to be hidden deep within the mountain. These were secrets of the old gods, who had long abandoned the goblin race, leaving them to their savage ways.
One fateful night, Skarn found the ancient temple, buried beneath the mountain's roots. There, in the heart of the forgotten shrine, lay an ancient artifact-a chalice said to contain the essence of the gods' wrath. In his greed and arrogance, Skarn believed that by drinking from the chalice, he could harness the power of the gods themselves. He would become more than just a goblin; he would be a god among mortals.
As Skarn lifted the chalice to his lips, he did not notice the growing heat in the air, nor the faint whispers warning him to stop. The moment the liquid touched his tongue, a searing pain shot through his body. The gods, furious at his presumption, cursed him in the most fitting way they could imagine: with the very fire he sought to control.
Skarn's body erupted in flames, his skin charred black, but he did not die. The fire consumed him, becoming a part of his very being. His eyes burned with an eternal flame, his breath seethed with heat, and his touch could ignite the very air. The fire granted him power, but at a terrible cost: it burned him from the inside out, a constant reminder of his folly.
Now, Skarn is a twisted shadow of his former self. His once smooth and stealthy movements are accompanied by the crackling of embers, and his presence alone causes torches to flare and wood to smolder. He wanders the land as an outcast, even among goblins, feared and reviled by all who see him. His ambition remains, but it is now tempered by the curse he bears. Skarn seeks a way to break the gods' curse, and in his pursuit, he will stop at nothing-betrayal, murder, and terror are but tools in his hands. He has become a harbinger of fiery destruction, a rogue driven by vengeance against the gods who damned him.
Skarn Firetongue no longer dreams of ruling the world; he dreams of watching it burn.
Description:
Skarn Firetongue is a goblin of short stature, standing at just over 3 feet tall, with a wiry, agile frame. His skin is a mottled dark green with patches of ashen gray, as though kissed by fire and smoke. His large, bat-like ears are tattered at the edges, a testament to close encounters with danger, and his sharp yellow eyes gleam with a mischievous intelligence, always scanning his surroundings for opportunities.
His most striking feature, however, is his mouth—where a sly grin meets the burn of an oracle’s curse. His teeth are sharp and jagged, but his tongue is a deep, unnatural red, perpetually glowing with faint embers. Occasionally, tiny wisps of flame escape when he speaks, giving him his "Firetongue" moniker.
His clothes are a mix of practical leathers, dark and well-worn for stealth, but adorned with scorched and singed accents, hinting at his connection to flame. He wears a hooded cloak and a strange veil most of the time, though his face often pokes out with a devilish grin. Strapped to his side is a ever-burning blade, alongside a shiny shield that clashes with the rest of the rugged outfit. A closer observation of the scrap blade, that Goblins call a sword, commonly and collectively called a Dogslicers, reveals that it was once a sawtooth sabre, but the top half has or was broken away.
Skarn’s hands and forearms bear burn scars, not from accidents but seemingly a mark of his Oracle’s curse. A faint trail of smoke often lingers around him and his skin is hot to the touch, as if he’s always been near fire, or perhaps, the fire is always near him.
Just Lucky:
Just Lucky wrote:
Sometimes, luck makes all the difference. You happened to be in the right place at the right time to catch Jakalyn’s eye. You may even have been in a position where something you did ended up benefiting the blood mistress, or may have even resulted in saving her from peril or political trouble through a set of almost-unbelievable repercussions and events set into motion by something you did. As a result, she’s taken an unexpected liking to you.
Recently, you received a gift from Jakalyn—a wand of a common 6th-rank (or lower rank) spell.
While Skarn was on a revenge mission, setting fire to the Silver District was his way of sending a message to the clergy who’d dismissed him. The flames he summoned consumed the mansion where unbeknownst to him Jakalyn, the Blood Mistress, was attending a private meeting. In the chaos, Jakalyn narrowly escaped, but she got a big present in return. It was Skarn’s arson that had exposed a hidden vault beneath the estate, containing damning evidence against her political rivals. His fire solidified her grip on power.
Shopping:
lvl 15 in Absalom:
10x Potion of Quickness 900 gp
Echo Receptors 900 gp
Aeon Stone (Preserving) 150 gp
3x Predator's Claw 9 gp
Swift Block Cabochon 70 gp
2x Grim Trophy 110 gp
Greater Emeral Grasshopper 150 gp
2x Gallow Tooth 200 gp
Greater Retrieval Belt 600 gp
===
coins left: 1443 gp