Arcanaton

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134 posts. Alias of Whimsy Chris.


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Sorry, I'm not deliberately neglecting this pbp, but I've come down with a cold that's wiping me out. :( I will start up your adventure to the Cogs, hopefully soon, but for now, please be patient.


Sorry I haven't posted yet. I've got to organize my thoughts before proceeding onto this scenario, but I'll be posting sometime today.


Krovok turns to Ostran says, "So where is he now? Did a healer look at him? Why are you wanted for murder?"


I'm assuming you're in the older kids room, which is most likely the place you have your major conversations of these kind. Jolin perhaps is sleeping on one of the beds.

While you're talking Krovok comes in and talks in his gruff, mumbling voice. "I've had a very confusing day. First, Jolin is missing. Then, Mevitari collapses. You leave apparently to take care of the situation. Then the Watch shows up and tells me that one of you," he stares at Ostran, "is wanted for murder. Then you all reappear with Jolin in your arms, covered in bluish blood. And Mevitari continues to be missing! Can someone please explain what is going on?"


I assume everyone returns to the orphanage, unless you state otherwise.

You grab the chest and leave the scene quickly, Cogmin carrying Jolin. You make your way out of Fallen and ride the elevators to Middle Dura and Broken Arch. You are weary from battle and the business of the day and find the quiet orphanage much like you left it. Mevitari has not returned.

What do you do upon your return?


Lamander wrote:
EDIT: Treasure chest under the throne? There's a throne? I really should of read the room description better.

Before I had described it as a chair that Jolin was sitting on, but it has more of a "throne" look.

The throne itself is wooden and dilapidated. The chest is small and can easily be removed from under the throne.


No one want to examine the treasure chest under the throne?


Also, FYI, everyone leveled.


Kyleria wrote:
And oprhans always need money, so Kyleria starts to carefully search the creatures.

Under the throne is a small treasure chest.

Each of the xivorts have one or two magic items on their person. Each person gets one magic item. Rolling randomly they are:

1. Kyleria 1d4 + 1 ⇒ (3) + 1 = 4th lvl magic item
2. Balgron 1d4 + 1 ⇒ (4) + 1 = 5th lvl magic item
3. Tulgeikh 1d4 + 1 ⇒ (3) + 1 = 4th lvl magic item
4. Cogmin 1d4 + 1 ⇒ (1) + 1 = 2nd lvl magic item
5. Lamander 1d4 + 1 ⇒ (1) + 1 = 2nd lvl magic item
6. Ostran 1d4 + 1 ⇒ (3) + 1 = 4th lvl magic item

I take "cooperative storytelling" to heart and let you choose what the item is.

As far as you can tell, none of the bodies or the surrounding area reveals anything about why Jolin was taken.

Jolin appears shaken, a little unsure of the the rest of you, but seems to trust Cogmin's gentle nature. Although he has known you most of his life, at least since he has been in the orphanage, he doesn't seem to recognize any of you.

We haven't heard from Lamander and Balgron in a while. Let me know if you are still playing.


Ostran wrote:

Insight

1d20 + 8

Surveying the scene, you can see that what Kyleria said is essentially what happened. Also, Jolin seems in an odd state of nonrecognition.


Cogmin wrote:

Cogmin sweeps the ground clean and lays Jolin down. Cogmin then begins trying to bring Jolin back around.

HEAL CHECK 1d20+7

Jolin appears to have no physical damage - perhaps he was in shock. You manage to gentle wake him.

His eyes slowly open and he concentrates on Cogmin. He asks, "Who are you?"


Ostran and Lamander search the mostly deserted streets of Fallen for some time, but eventually come upon the sound of their party's voices in an abandoned church surrounded by glass shards.

Jolin is unconscious. A Heal check or some other means of waking him are necessary to talk to him.

There are no obvious reasons in the immediate vicinity for why Jolin was taken.


NPC'ing Balgron:

Balgron quarries the last xivort and charges to J6, using Marauder's Rush.

1d20 + 8 ⇒ (18) + 8 = 26 vs. AC. 1d8 + 8 + 1d6 ⇒ (7) + 8 + (5) = 20 damage.

He rushes toward the shadowcaller and pierces into the xivort's heart. It dies.

The combat is over. Jolin remains tied in the seat, unconcious.


Lamander wrote:
Ostran wrote:
"Lam,never tease an orc. They may tear your arm off", Ostran jokes as he walks up to him. "Shall we go find the others?"

"I didn't tease him, I was tossing money at him." Lam coughs as he shifts back to his usual form and scoops up his coinpurse. "Besides, what do you think I've been trying to do? Still, a different form might help relations a bit." His jaws juts out as his features become orcish. "Actually showing the holy symbol might help them get the point sooner too, now that I think about it.", Lam says as he reaches into the neck of his mail and pulls out a collection of carved bones, tied together by twine and lays it on his chest.

"Anyway, mind I just sit down and catch my breath for a bit? Damn, my jaw hurts."

One healing surge to get back to full.

The orc runs away. The two of you are free to continue your search.


Sorry, I was out today. I'll be posting sometime tomorrow.


The shadow caller edges back and throws more shadowy phantoms at Tulgeikh.

1d20 + 9 ⇒ (8) + 9 = 17 vs. Will. 1d8 + 4 ⇒ (4) + 4 = 8 damage.

* Tulgeikh and Balgron are bloodied.

Updated map

Balgron is up.


Lamander wrote:

The elf recoils back clutching his head. "You really don't know a thing about religion, do you?" He scowls as his face melts and his eyes become gray orbs sunken into it's face. "A traveler offers you a gift, you take it. You don't just attack the guy, or he may give you more than you bargained for." The elf(?) looms over the orc, dingy gray hair hanging over it's face and it's voice like gravel. Do we have an understanding?"

Let's see if I can convince you to allow the +5 from Changling Disguise on an Intimidate check, if only by changing in front of a guy to a form large, intimidating(hopefully) and reminiscent of a trickster god. 1d20+3 Or I could just roll well. That works too.

In addition, I'm going to roll a Religion check for you...

1d20 + 6 ⇒ (6) + 6 = 12

You're unaware of an orc icon to appear like; however, the orc, frightened, throws down your gold and plans to run away.

Ostran is up.


Ostran wrote:

Ostran decides to go to 'Fallen'.

Perception
1d20 + 1

You hear the sound of someone being punched. Assuming you investigate, you see an orc beating on an elf.

If you wish to help out the elf, roll initiative. You'll be able to join the next round.

Lamander:

Out of the corner of your eye, you see Ostran along the street looking at you without recognition.


Kyleria wrote:

Kyleria races forward and once more she lashes out with the power of her mind.

Move to I8. Attack with Mind Thrust, vs will. 1d20+4. on hit: 1d10+4 psychic damage.

You hit and the Shadowcaller gets a nosebleed as he squints in mental pain.

* Tulgeikh and Balgron are bloodied.

Updated map

Reminder of Initative Order
Tulgeikh
Xivort
Balgron
Cogmin
Kyleria

Tulgeikh is up.


NPC'ing Cogmin

Cogmin steps up to the remaining xivort and swings.

Moves to K6 and uses Cleave and power attack.

1d20 + 5 ⇒ (2) + 5 = 7 vs. AC.

He misses!

* Tulgeikh and Balgron are bloodied.

Updated map

Kyleria is up.


Ostran wrote:

Ostran heads off to lower Dura

Streetwise
1d20 + 4

You are told to go to Fallen. Roll Perception


Ostran wrote:

Ostran waits for the guards to leave and then go out looking for the others

Streetwise... if the guards leave.
1d20 + 4

The guards eventually leave and Krovok slams the door shut.

You are able to sneak out and learn quickly from a street urchin that you know that he saw your party headed to lower Dura.

Once in lower Dura, you'll need to make a Streetwise check.


Lamander wrote:

"Just remember what they say about the Traveler's gifts!", yells Lamm as he runs away.

Hey, I have a grand total of one power that actually does damage. I'm running. Initiative to run away before he hits me, and Streetwise so if I get away I can turn into an orc and maybe find the rest of the damn party. 1d20;1d20+8

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!!!! WHY CAN'T I ROLL ABOVE A F#$%ING FIVE! Damn it I just want to get back to the party so I can actually do something but I can't roll worth a damn so I just gave all my money to a thug who's still going to kill me despite me throwing five gold at him so I just want to break something at this point but I can't because I'm literally built around debuffing other things so other people can break them which doesn't do a damn thing when you're wandering around by yourself trying to find the rest of the party.

Your Insight tells you that this orc is poor and hungry and probably isn't as big a challenge as you may think. You could try to take him out (even if you only have one power that does damage, it still does damage), Intimidate him, or even use Diplomacy to settle him down. As a beggar, he also may have more information about goings on in the street than you may expect.

However, he did get the advantage on Initiative.

He takes a swing at you.

1d20 + 9 ⇒ (11) + 9 = 20 vs. AC. He hits for 5 damage.


Lamander wrote:
Storyteller. wrote:
Why don't you give me everything you have, and then we'll talk.

Lam shakes his head. "Beggars these days just don't know their theology." He takes his coin purse and tosses it at the beggar's feet. "There. Sorry there's not much, I'm just a humble traveler you understand. Now, start talking."

Insight, maybe I'll finally roll above five. 1d20+11

He says, "Here's your orc," throws off a couple rags, and you find yourself about to be clubbed by an orc.

Your insight let you know that the orc was hostile; therefore, there is no surprise round. Roll initiative.


Balgron wrote:

Minor Action - Hunter's Quarry Stirge

Careful Attack, 1d20+9=21 vs Sirge AC, 1d8+4+1d6=12 damage.
Action Point - Second Wind, +7HP and +2 all defenses.

You kill the stirge!

You've already used your action point and second wind so you don't gain the benefits this turn.

* Tulgeikh and Balgron are bloodied.
* Because of the chair, The remaining xivort has partial cover from where everyone is positioned at the moment.

Updated map

Cogmin is up.


Tulgeikh wrote:

Move to L5 and swing at XS.

strength of stone,
Attack vs ac, 1d20+6, damage = 1d10+4, if I hit I gain 4temp HP.

You hit! The xivort shadow caller teleports to square K4.

The shadow caller then shifts to J5 and lets out shadowy phantoms from his hands. These phantoms fly toward Tulgeikh.

-2 for partial cover from chair 1d20 + 8 ⇒ (19) + 8 = 27 vs. Will. 1d8 + 4 ⇒ (7) + 4 = 11 damage and you grant combat advantage until the EOMNT.

* Tulgeikh and Balgron are bloodied. (Tulgeikh may be unconscious.)
* The stirge is bloodied.
* Balgron is grabbed by the stirge and taking ongoing 5 damage until escaped.
* Because of the chair, The remaining xivort has partial cover from where everyone is positioned at the moment.

Updated map

Balgron is up. You take the 5 ongoing damage.


Ostran wrote:

Ostran decides to sneak around and go through the back.

Stealth
1d20 + 4

You manage to sneak into the back way. Along the hallway, you notice that a couple of the orphans, around aged 10, have come down the stairs and appear to be listening to the conversation between Krokov and the Watchman.


Lamander wrote:
Storyteller. wrote:
The beggar: I have seen an orc. How much of that do you have?

"That depends entirely on how much you know. You tell me something useful and you will be rewarded. You don't, and you'll still have a gift. You understand?"

Diplomacy and Insight, should it prove useful: 1d20+8;1d20+11

Beggar: Why don't you give me everything you have, and then we'll talk.

Your Insight check let's you know that the beggar seems rather threatening.


Lamander wrote:
Storyteller. wrote:
Lamander wrote:

The elf begins picking his way through the abandoned warehouses, looking for a group of people.

** spoiler omitted **

You find yourself soon lost among the abandoned buildings, slums and piles of broken glass. Eventually, you are approached by a humanoid creature, fairly bulky, wrapped around in bloody bandages and covered in ragged clothing. In a deep, grovelled voice, he says, "Can you spare some copper?"

Lam reaches into his coinpurse and flicks a silver coin at the beggar. "I'm looking for some people. A minotaur, an orc and a woman. You see anyone like that around here?"

Diplomacy: 1d20+8

The beggar: I have seen an orc. How much of that do you have?


Kyleria wrote:

Kyleria comes through the door and quickly sends another blast at a Xivort.

Move to M10. Mind Blast X1, targets will. 1d20+4, on hit: 1d10+4 psychic

HP: 17/25
Surges: 7/7
PP: 2/2
AP: 1/1

You kill the xivort, but not before he gets one final swipe at you as you move through the door.

1d20 + 6 ⇒ (4) + 6 = 10 vs. AC.He misses!

* Tulgeikh and Balgron are bloodied.
* The stirge is bloodied.
* Balgron is grabbed by the stirge and taking ongoing 5 damage until escaped.

Updated map

Tulgeikh is up.


Cogmin wrote:

"Get away from him!"

Cogmin charges to M6 and attacks the Stirge.

ATTACK - 1d20+8

POSSIBLE DAMAGE - 1d12+4

Unfortunately a miss.

Updated map

Conditions remain the same.

Kyleria is up.


Ostran wrote:

Walks by and trys to listen in on what is being said.

Perception
1d20 + 1

If you are walking by, you'll need to roll another Bluff check as well. However, with that Perception check you can hear what they are saying without walking close by.

The Watchman is explaining that Ostran and his companion are wanted for murder. Krovok is explaining that that is impossible. The Watch wants to examine inside and Krovok won't let him without a search warrant. The two are hotly debating the issue.


Balgron wrote:
down and out again at -10HP

Because of the natural 20 to regain consciousness, you were at 0 hp plus a healing surge (i.e. 7 hp). Then you used a 2nd wind, so you were at 14 hp. You just took 4 damage, so you are now at 10 hp.


Storyteller. wrote:
Balgron wrote:

Move Action - Stand up

Action Point - Second Wind, +2 all defenses, +7HP
Minor Action - Hunter's Quarry X1
Standard Action - Careful Attack
1d20+9=19 vs X1 AC, 1d8+4+1d6=16 damage

Balgron shakes his head clearing the cobwebs, stands and swing his swords with precision hoping to catch the final Xivort Slasher.

Because I was unable to get a map up before, there may have been confusion. See updated map below. You will need to move up to the xivort to attack.

Updated map

Since we haven't heard from Balgron about how he would like to adjust his turn, I'll NPC the adjustment. Instead of attacking the xivort, he is going to charge the stirge, hitting it for 11 damage. The stirge is bloodied.

The stirge immediately responds with an attack of its own - it bites at Balgron.

vs. AC 1d20 + 6 ⇒ (18) + 6 = 24 Damage 1d4 ⇒ 4 and the target is grabbed and takes ongoing 5 damage until it escapes. Balgron has used 2 healing surges (once after regaining consciousness and a use of 2nd Wind), but the damage probably just puts him over to the bloodied side.

The stirge bites into Balgron, attaching itself and sucking out his blood with its long beak.

* Tulgeikh and Balgron are bloodied.
* X1 and the stirge are bloodied.
* Balgron is grabbed by the stirge and taking ongoing 5 damage until escaped.

Updated map

Cogmin is up.


Sorry about the delays. I've had to repair my computer. I'll try to post something this evening.


Ostran wrote:

"It couldn't hurt to come back tomorrow to look for her again, would it?", he says with a smile and a wink of his own. "Have a good day." He adds as he leaves and goes back to the orphanage.

He will still keep an eye out for the half elf girl from before.
Perception1d20 + 1

You don't notice the half-elf girl on your return. As you get closer to the orphanage, you notice two Watch guards having a heated argument with Krovok right outside the front entrance. It's hard to make out what you're saying from you distance. Stealth to get closer or Perception to hear better (or some other method you may think up).


Balgron wrote:

Move Action - Stand up

Action Point - Second Wind, +2 all defenses, +7HP
Minor Action - Hunter's Quarry X1
Standard Action - Careful Attack
1d20+9=19 vs X1 AC, 1d8+4+1d6=16 damage

Balgron shakes his head clearing the cobwebs, stands and swing his swords with precision hoping to catch the final Xivort Slasher.

Because I was unable to get a map up before, there may have been confusion. See updated map below. You will need to move up to the xivort to attack.

Updated map


Lamander wrote:

The elf begins picking his way through the abandoned warehouses, looking for a group of people.

** spoiler omitted **

You find yourself soon lost among the abandoned buildings, slums and piles of broken glass. Eventually, you are approached by a humanoid creature, fairly bulky, wrapped around in bloody bandages and covered in ragged clothing. In a deep, grovelled voice, he says, "Can you spare some copper?"


Lamander wrote:

The elf heads for Lower Dura, hoping for a lead of some kind.

Another Streetwise check to catch up, I guess? 1d20+8

Down in the streets you find out that this strange group of a minotaur, warforged, an orc and some girl went to an abandoned area of Fallen.

Once you are in Fallen, you'll need to use Perception find your group.


Tulgeikh wrote:

Tulgeihk swings as X1 useing strength of stone,

Attack vs ac, 1d20+6, damage = 1d10+4, if I hit I gain 4temp HP.

That misses the remaining xivort slasher.

The xivort slasher shift to K10.

He attacks Tulgeikh...

1d20 + 6 ⇒ (13) + 6 = 19 Damage 1d6 + 5 ⇒ (5) + 5 = 10

The shadow caller turns his attention to Cogmin. Shadow begins to surround Cogmin.

vs. Will 1d20 + 7 ⇒ (2) + 7 = 9 in the unlikely event that your Will is less than 10...

Cogmin fears not the shadows and he steps out from them unaffected.

I'm having trouble with my computer at the moment and am unable to provide an updated map. View the last map with the following changes: only X1 lives, X1 is in J10, and Tulgeikh's zone is gone.

Balgron is up.


Ostran wrote:

Ostran asks the drunk man politely to take a seat and he will be seen as soon as possible.

Diplomacy1d20 + 4

The drunk man weakly swings at you, but then looks you in the eyes. He then smiles, says, "I didn't mean to swing at ya...yer a good person [hiccup]...so sorry." Then he goes to a corner and collapses, snoring loudly. The female halfling looks at you and says between the chewing, "How can I help you?"


Lamander wrote:
Attempting to reconnect with the rest of the group. Streetwise, I assume? 1d20+8

You hear tell of a minotaur going downward, toward lower Dura, destination unclear.


Kyleria wrote:
I'll take the OA. Wanna save the AP.

X2 vs. Kyleria's AC 1d20 + 6 ⇒ (19) + 6 = 25 Damage 1d6 + 5 ⇒ (3) + 5 = 8

The xivort makes a final lunge at Kyleria before her physic attack. He injures her, but she still turns his mind to mush.

Updated map

Tulgeikh is up.


Kyleria wrote:

Kyleria steps back a step and unleashes more mental energy on the Xivort.

Shift to I11. Mind Thrust on X2, vs will. 1d20+4. On hit: 1d10+4

Shifting across the shards of glass (diagonally on the map) proves difficult. You could either take the opportunity attack or shift twice (once to J11, then I11) and use an action point for the attack. I proceed assuming you do one of those options, but feel free to retract.

You instantly kill the xivort, which quickly collapses with blood coming out of it's nose.

I'll wait for Kyleria's response before updating the map.

Tulgeikh is free to go. Keep in mind, X2 is dead.


Ostran wrote:
Ostran goes to the healer's place to find Kurala.

You manage to sneak your way to the healer's place. Kurala's House of Healing is bustling this day, as people with minor injuries file in and exit completely healed filing out. The exterior is a circular stone building with a few windows, a small wooden door, a sign that labels the place, with a big Jorasco insignia underneath. You enter and you find a waiting room full of patients. A pretty teenage halfling chewing on some kind of plant leaf sits behind a desk and argues with a drunk man who seems to want service right away.


Ostran wrote:

Oh... alrighty. Where is the nearest House J enclave?

I've got to grab some information I don't have right now, but I will definitely have a response to this. For sure, you will find the healers' place - the same organization that was supposed to go to examine Mevitari.


It's not quite Balgron's turn. His turn is after the xivorts. Kyleria is up.

* Tulgeikh has marked X1-X2
* Balgron is prone and bloodied
* X2 is bloodied
* Tulgeikh has created a zone (yellow on map) - if X2 leaves the zone, he takes damage and is prone. This last until the end of Tulgeikh's next turn.

Updated map


Cogmin wrote:

Cogmin kicks away the shadows and cricks his neck. If warforged could smile...

*Cogmin attacks X3

Cogmin whirls the axe in hand and then brings it down onto the blue man with all his strength.

POWER ATTACK -2 to hit, +2 for flanking (see above attack for all other bonuses 1d20+7

Possible damage (+3 for Power Attack) = 1d12+7

X3 dies. Would you like to take your move action?


Lamander wrote:
Forgot the chunk of Bluff checks, here we go: ** spoiler omitted **

You successfully exit Upper Dura. You are alone, except for the revelers on the streets. What would you like to do?


Ostran wrote:
Ostran is actually going to go back to the Temple where Mevitari is and hope that the House J rep is there.

Hmmm...this is basically where you ran from. You can successfully enter the temple without notice, but most law-abiding citizens would turn you in. There's also the Watch crawling all over the place, inside and outside the temple, questioning people - including the healer from House Jorasco. Let me know if this is still what you want to do.

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