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195 posts. Alias of Dreaming Warforged.


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Thanks for the clarifications. Last War does seem like a good idea (Even more remote historical periods like the Quori invasion (all playing elves...)?). I hope everything went well for your move, your job and your family. It did feel as though you had lost interest.


Thank you for your comments W Canepa. You won't be surprised to hear that I mostly disagree with your interpretation of the game, but I won't drag us in a long argument about who's right and who's wrong, or who's playing the right way. There are plenty of long threads about this topic. Suffice it to say that we play very, very, differently, hence the results. I must say though that you were a dedicated poster and player, which was appreciated.

From the comments other players have made already, it feels like the best thing to do is to simply call this game off. I haven't been able to create a strong bond between the characters, and between the players and the story. Please let me know if you disagree and feel otherwise.

I wish to thank you all for your commitment over the last months and wish you the very best in your future gaming projects.

High regards,

DW


I must admit WCanepa that I find our discussions draining. This constant review of my DMing and your interpretations of the rules are taking the fun out of this game. At least for me. The dynamic is not what I'm used to and I like it less and less.

I'm strongly considering closing this game. I will take a few days to think about it. In the meantime, I invite you to chime in if you feel like it. It could help me figure out what I'm doing wrong.

For sure I'll get back on the thread to let you know where I'm at before next Monday.


The roof on the walkway provides shadow. The bright light from the sun on the courtyard provides strong contrast which makes it easier to hide. Since the table and the group is not exactly in the centre because you couldn't all fit on one intersection, I've decided that, at best, they could be 20 feet away from you.

Please see the OOC thread.


The torch, when lit, showed a portion of the covered walkway. Its columns were once of exquisite quality and were manufactured in Aereni style, but a long time ago. The walls show old and punctured depictions of caravans crossing great deserts.

Of course, what draws Viyko's immediate attention is the stooped but large figure of a vicious looking bugbear wearing a set of two mean looking sickles, whose blades have been darkened. The bugbear's little black eyes blink as the torch is lit and he steps back a little, seemingly ready to pounce.

Not far from that bugbear, Vyiko notices a second bugbear, moving back to the edge of darkness, almost disappearing as it does so.

It remains very hard to know how many bugbears there could be, as the walkway goes all around the courtyard.


Viyko wrote:

Viyko pulls a torch from his pack and casts spark on it, and looks at the bugbears and says, "You boys aren't going to peek, are you? If you are, you'll be disappointed to know that I prefer womenfolk."

Viyko then resumes his actions, barring pissing off the bugbears into combat. He props the torch against the wall, adjacent to him (not pissing on it, obviously).

As soon as he notices a bugbear watching him, he buttons his fly and walks back, slowly toward the party.

What does the rest of the companions do?


Viyko is in the centre of a sunlit courtyard. As he walks to its corner, he only faces half of the shadowy walkway.

Viyko's Perception: 1d20 + 8 ⇒ (3) + 8 = 11

Unfortunately he sees but shadows shifting and can't make out a single one of them. Perhaps there are none..?

As he walks, he also hears quips in Gobleli and laughs from the hobgoblin, probably making a joke about his manhood or something.

Viyko's Bluff: 1d20 - 1 ⇒ (3) - 1 = 2

When he gets to the corner, he hears a whisper coming from the darkness ahead, and seems to be able to make out a stooped figure of great size with two eyes shining and staring at him.

I felt some rolls were needed... Feel free to adjust your actions. You stand thirty feet from your closest companion.


Sorry to see you go Scranford... I hope everything is all right.

Kalag looks at Vyiko with incredulity, then laughs: "Sure, the corner over there... But I would watch out for those bugbears in the dark if I were you. They have a nasty sense of humour... and they're brutes!"

He bends forward: "Ok, you want work? Come back tomorrow, I'll have something for you."


Viyko, without obviously staring into the darkness of the covered walkway, especially with the contrast provided by the sunny courtyard, can't discern the exact locations of the watchers as they seem to remain hiding. The closest they could be is 20 feet.


Sorry, the amount of detail required is not always clear. Feel free to ask.

The courtyard has an open square section of 60 x 60, with the tree and the table at its centre. The nearest hobgoblins are but ten feet from their leader. Around the courtyard is the covered walkway, going all around and about 10 feet wide. The building around the covered walkway is two story high and in a bad shape.

Viyko:
The tattoo on his arm is the Humble Mark of Binding.

"You're right! You don't look like muscle, 'cept her maybe... I might have uses for you. Have you credentials? Are you ready to work without asking questions?"


The guard twitches at the sight of the elven Blood priest. He stumbles on his words a little: "A job? A'right, but leave your weapons outside. I'll check myself!"

He removes the obvious daggers then frisks you one by one.

secret rolls:
1d20 + 4 ⇒ (5) + 4 = 9

He seems too concentrated on the females in the group to make good of his duties and finds nothing hidden on you. He knocks on the the door and shouts, smiling at you: "Fresh meat!"

The door opens after a short while and you enter a dark narrow hallway passing three old but solid doors and passes through a gate to get to a wide courtyard. At the centre stands a big olive tree giving a light silvery shade. A roofed pathway circles the courtyard with beautiful arcades finely ornated but severely in need of repair and showing obvious signs of weapon damage.

All around the tree are ten hobgoblins training with flail and shield, some in pairs, other against wooden mannequins. In the shaded pathway, you can discern pairs of eyes, though it is difficult to make out their numbers. Five goblins also run around with slings, practicing what seems to be 'move and shoot' sequences.

A long table lies under the tree, at the end of which a tall and slender hobgoblin sits with some food and papers. He is wearing a light armour and a massive flail lay by his side. On his bare arm a strange tattoo can be seen. He waves you forward and you feel the stares of the courtyard move with you. The strange music comes from a Darguun bagpipe he's playing. He slowly stops playing as you approach, making his words resonate further.

"I hear you're looking for work! I am Kalag, what can you do for me?"

Is Estelle still with us? All, please roll Knowledge (local) if you have ranks in it.


No password.


I'm back! (Good timing!)


Please see the OOC thread. Let's try to stick to once a day, with the unavoidable lapse from time to time.

Ayla waiting around the corner and keeping her eyes open and her ears alert (roll please, the rest of the group leaves with no obvious weapons and approaches the hobgoblin standing guard.

Lethe and Vyiko notice a subtle shift in its breathing showing he's took notice of their approaching. He rises from his chair as you get nearer and looks at you with its dark little eyes. He stands well above you and carries a massive flail in his left hand. His grey skin is covered with a rebellious short beard. He bellows: "GET YOUSE SELVES AWAY, MAGGOTS, OR YOU'LL FEEL MA FLAIL!!!"


Ok, thanks. Vrykkas, Estelle? (I did say I would probably not be available this week though.)


Vyiko, Sleight of hand is trained only, no?


I'm away still, but have limited access to Internet.

Vyiko:

The description od the cestus only mentions you have enough fingers to hold something. There isn't a mention on spellcasting. So I don't see how you could cast with these on. Of course, if you have only one, the other hand is free and can be used for casting.

I found the reference for baggy clothing. No problem.

I understood you wanted a chakram as a pendant on a chain... As a disc around your neck o on a hat, it's fine. It's easily spotted though.

For the sling, I would give it a +4 bonus to hide, and you would only need a standard action to get it.


I'll leave some more time to discuss, please let me know when you're ready.

Vyiko:

I'm ok with the buying of things, though the cestus allows you to hold something, not leave your fingers and hands free enough to cast spells. No issue with the chakram, but check how big it is (5 inches diameter I would guess). Wearing it around your neck would be very dangerous. Your "eye patch will look like a sling to anyone with very basic weapon training. Wooden stakes are a very good idea.

Could you clarify how your clothing would give a bonus to Sleight of hand?


Yes, of course. I move you sometimes too fast. Feel free to go back in time. Just make it clear.


Moving things a bit. From Saturday onward, I don't know whether I'll have a connection or time for a good week.

The address on the note is about twenty minutes from Kolenius', that is once you know your way around The Shroud. It takes you at least twice that time to find it without drawing attention to you.

The Shroud is perhaps the last place before Dolurrh. In its streets, Despair walks and hands her double-edged gifts. The air is filled with the acrid smells of past busy nights. Beggars eye you and evaluate their chance, though your 'equipment' keep them at a respectable distance. Still you hear their sorrowful voices trailing behind you, asking for a gesture of compassion...

The walls of the old houses lining the streets have once had playful colours: pinks and oranges, now washed away by rains or covered by soot or worse. The street is mostly dirt, with so many puddles that you eventually don't try to avoid them anymore.

Yes Despair by day... Death by night.

You approach the house mentioned by the barkeep and notice the faint sound of drums and trumpets coming from the building. A massive door behind a metal grid lies shut at its front. A window to its left, also draped with metal, looks more like an arrowslit than a window. On a small chair between door and window, sits a huge hobgoblin in metal armour with a wide hat protecting him from the sun. On his lap sleeps a giant flail with dried blood on its spikes...

The game has slowed quite a bit. I don't know if the story is not catching you. Please make some comments to help me make it fun for all of us.


No, he didn't see her... Yet!


Kolenius grabs the coins (remember to remove them please) with a certain light flashing in his eyes. He scribbles on a piece of paper as he speaks: "Go to this address and mention my name. You'll meet with Kalag. He's a hobgoblin with a fairly extensive operation."

He looks at your gear and adds, as you're about to leave: "You'll have to leave those at the door. Be warned..."

What next?


"Finder's fee will be one crown each. If you don't get hired, I'll give you back half! How is that?"


"You're in luck! I happen to know a few people and get you connected... for a fee..." He beams as he speaks and then goes back to his broom.

"Say: What kind of work do you have in mind?"


I was waiting for more, but moving along now...

"Glad to hear it then! Please have a seat, but don't mind me cleaning please, as I have but little time before the night comes upon me! Will it be brew? We have a delicious ale from Mror's dwarves. Quite potent! If you'd like, I also have a bottle of fine Aerenal wine, it's 'out-of-this-world', but it's costly!"

He get your order and brings them quickly. Then as he brooms around you, he asks: "By the look of you, you're looking for work ain't you?"


Rabbit, Lethe, Viyko, Estelle and Vrykkas enter the bar while Ayla waits outside with Hammertail. Inside, the air is filled with a thin dust and your nostrils can pick the smell of the evening past in all its glorious disappointment. The dust comes from the broom masterfully struck against the floor by a small elf with reddish hair, wearing loose breaches and a white sleeveless shirt. He looks at you and your gear of war with dark sleepy eyes and a worried smile: "Afternoon fellas! We ain't open yet, but fear not! I can find some ale if you find the coins... Name's Kolenius."


As much as Lethe can be convincing, the consensus seems to be to pass for mercs looking for work and having heard of your quarry's reputation. You do,look like mercs looking for work, so it won't be a stretch. Furthermore, the snot beating could happen regardless...

You stand in front of Kolenius'. Whistling can be heard inside...


Rabbit, you're right, a few domains get it at 6th. Let me know if you feel it's unfair. Could you also check the subdomain abilities that start at 8th, let me know if you would prefer those.

I'll be away Friday, Saturday and Sunday.


October 5, 998 YK
The group meets in the morning and eats lightly, then proceeds to find the bar located in The Shroud. It takes them a few hours to find the axe and the place.

The Shroud is by far the poorest neighbourhood of Atur. Stricken folks from all races can be seen wandering the streets, running an economy that can only be parallel to the city's regulations.

They pass a 'recruiting' team of Blood's priest, eagerly buying dead or dying people to put on their cart.

The Watch's presence is not felt and you feel exposed...

Finally, the bottom of a small alley produces Kolenius'. It is a one story building locked between two higher ones, with a slanted wood roof, a single small and dirty window and a single low door. The door is open and you hear whistling inside. Estelle recognizes a classic Karrn warsong, but sung joyfully.


I put some new stuff in the OOC. Feel free to give me some feedback.


Estelle LaGrange wrote:
At some appropriate time during the evening...probably after dinner, Estelle will take stage in the inn, and belt out a few old fashion Varisian drinking songs. 1d20+6 Perform: Singing.

What's a Varisian? ;-p


5 sp per person, 2 sp for Hammertail.

Vrykkas:
As he sits with his companions, it dawns on him that the Lord he met today was of the same family as Thalomeus, the priest who barged in the Segelios inn to check if Dalvan was indeed dead...

The group sits at a nearby house of Ale and gets a chance to discuss everyone's findings.

I'll leave some time for you to discuss. Give me a sign if you want me to move on.


Viyko
Viyko is confident he's find a place for the night that the watch probably won't visit. He and Estelle head back to the inn.

Vrykkas
The round man looks annoyed: "Very well. Leave where I can find you with the clerk... May the Way find you." You then are accompanied back to the entrance, from which you easily find your way back.

All of you are now back together at the inn.


And also:

Epic Feats:

*Ability Advancement [Combat] 
You've spent time perfecting one of your abilities. 
Benefit: Choose one Ability Score; you gain a permanent +1 bonus to that ability score. 
Special: You may take this feat multiple times, however, it may only be taken twice for each ability score.

*Combat Training [Combat] 
Frequent and focused combat training have increased your battle prowess 
Benefit: Your Base Attack Bonus increases by 1. 
Special: You may only take this feat twice.

*Expansive Skill 
Benefit: Upon taking this feat you acquire 4 skill ranks. 
Special: You may select this feat multiple times.

*Skill Beyond Your Years 
Prerequisite: Level 6 
Benefit: Upon taking this feat you select a skill. Your max ranks with the chosen skill rise from 6 to 8.

*Caster Training 
Prerequisite: Character level 6, Ability to cast Arcane or Divine spells. 
Benefit: Choose a spell casting class that you have, your effective caster level for that class is two levels higher. This does not grant you additional spells or slots. 
Special: You may take this feat multiple times, however, you are required to choose a class with which you have not taken this feat.

*Expanded Spell Repertoire 
Prerequisite: Ability to spontaneously cast spells. 
Benefit: Choose a spontaneous spellcasting class in which you can cast spells. You gain an additional spell known for each level of spell that you can cast.

*Expanded Casting 
Prerequisite: Character Level 6th 
Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot. This spell slot can be used at any level you can already cast. This feat may grant a maximum of two additional spell slots at any spell level.

*Improved Elemental Form 
Prerequisite: Druid 6, Knowledge (The Planes) 6 ranks 
Benefit: You may use Elemental Body II through your Wild Shape Class Feature.

*Step of the Wild Lands 
Prerequisite: Ranger 6, Survival 6 ranks 
Benefit: You gain the Woodland Stride and Camouflage class abilities.

*Advanced Rogue Talent 
Prerequisite: Rogue 6, Rogue Talent feat 
Benefit: You learn one Advanced Rogue Talent of your choice.

*Extra Domain 
Prerequisite: Cleric 6, Knowledge (Religion) 6 Ranks, Skill Focus: Knowledge (Religion) 
Benefit: You gain the domain powers and spell list of one additional domain associated with your deity.

*Experienced Performer 
Prerequisite: Bard 6, Perform (any) 6 ranks 
Benefit: You may start a bardic performance as a move action instead of a standard action.

Please feel free to make suggestions!


We're far from there yet, but to discuss:

E6 Capstone Abilities:

Upon reaching level 6 in a particluar class, characters gain the following capstone ability:

Barbarian: DR 1/-.
Bard: Dirge of Doom.
Cleric: Second Domain Power, usually available at level 8.
Druid: Wild shape as Plant Shape I.
Fighter: Armor Training II and counts as Fighter 8 for the purpose of meeing prerequisites for combat feats.
Monk: Unarmed damage 1d10 and AC +2.
Paladin: Aura of Resolve.
Ranger: Swift Tracker.
Rogue: Improved Uncanny Dodge.
Sorcerer: Bloodline Power, as 9th level.
Wizard: School Power, as 8th level.

Alchemist: Advanced Discovery, as 8th level.
Cavalier: Order ability, as 8th level.
Inquisitor: Second Judgement.
Oracle: Revelation, as 8th level.
Witch: Hex, as 8th level.

If a player has multiple classes, he can get the capstone instead of an epic feat. The prerequisite is a number of epic feats equal to twice the difference between his class level and level 6.


Viyko:
Knowledge don't readily apply to what you're trying to do (I read them again). Perception is a good one to find a spot to hide for the night, though Ivan has an intelligence of 6 only. I'll use its roll for your perception instead.

I've had a look at Ivan. Tiny size means a reach of 0. Therefore he can't Flank or Aid Another easily unless he moves in the square.

"The process of making a vermin into a familiar grants it an Intelligence score and removes the mindless trait." That means it isn't immune to mind-affecting effect.

Viyko has found a good place to sleep in a narrow alley, on the rooftop of a small shed beside a house. He could probably spend the night there if he wanted. Knowledge (local) to get a feeling if it's likely to be checked by the Watch.

Estelle tags along for now.

Lethe makes her way back to the inn and joins with the others. The rooms are a nice change to the sleeping rolls of the least few nights.

Ayla discovers with delight that the inn location is perfect to accommodate with her companion, although they do charge extra for it (2 sp instead of 1)...

Vrykkas
Vrykkas enters an old musty office with lavish decorations of gold, silver, red and green. A large desk sits at the center, framed by gigantic shelves holding tomes of forgotten knowledge or boring regulations on ceremonies...

A big man in his fifties, wearing only a thin crown of hair under a small red satin cap looks at you. His eyes look tired and his cheeks are flushed from either anger or wine. "Thank you for your respects Vrykkas the Pale. The Blood is the Way... Will that be all?"


Viyko and Estelle
"Nah, really Mr. Kharde, I'm headin' back home to-day. Thanks and good luck."

You can try to find a place to sleep elsewhere if you want (with a gather info to find it), or a place where you can squat (with a stealth roll please (or something else if you have a suggestion)).


Lethe
"Your father's blade... He served in the war? This looks like a blade made by Stealmaster Dordegnus. He worked closely with the army back then, making weapons for officers. Nice work! I can polish it and rebuild its edge for you, but you have to leave it with me for three days. Ash steal is tricky, but it will get back its uncanny sharpness with the right treatment. It will be 50 crowns. half now."


Vrykkas the Pale wrote:
Vrykkas nods his head, once more impassive. He walks through the door and lowers his eyes. "The Blood is the Way. I am Vrykkas, sometimes called the Pale. I have come from afar to visit the city and I would like to pay my respects as befits a follower of the Blood."

The name Kraal should ring a bell...


Vrykkas
The old man deflates somehow, leaving slowly his desk: "Very well..." He gets through the door behind his desk and you can hear him mention, in a frail but fiercely bored voice, to someone in another room: "Some provincial cleric wishes to report to you, Lord. Seems important." After a moment, he turns back to you: "Lord Kraal will receive you now..."


Lethe
The Stealmaster is not telling everything about the blade. He seems to be judging your character. "I see... May I ask what value it has, and how you came upon it?"


The group opt to split as they get to an inn located right near the staging area of caravans. The Moving Target is a large busy place, with numerous people coming and going. It seems to hold at least thirty rooms on three floors, and your meager means could only get you a room on the ground floor for 5 silver per person per night (count Tikka).

Vrykkas
You easily find information from the priest at the staging area. The Saint Vol Basilica is the highest "tooth" and can easily be found and reached through the main large "arteries" of the city.

Finding it seems to be the easy part, as it seems only a low-level clerk is available to see you. The small husk of an old man peers at you from behind a massive mahogany desk lit by an eternal flame of livid greenish white light. With obvious lack of care, he ponders with not a hint of respect: "Mmh?"

Viyko and Estelle
Viyko and Estelle's cooperation bore fruits as they got a lead after only five hours of research and small bribes (remove 5 sp each): There is indeed an hobgoblin run outfit of mercenaries located in The Shroud. They are rumored to be the tough and nasty type, to charge a lot and to specialize in the brutal and the bloody. You manage to get the name of a contact, an elven bar owner named Kolenius, with the bar's name: Kolenius'. The ward is about an hour walk from the inn.

Lethe
Lethe, after two hours, gets lucky and stumbles upon a student of Stealmaster Teledoas. He guides you to the shop of his master, a small but impeccably clean small yard located on the other side of Atur. The Stealmaster is a large fellow with arms like tree trunks and a heavy Karrn beard, showing the first signs of grey through its blackness, under a bald head on which sits an unshaped brown leathercap.

The Stealmaster receives the axe, handling it with great respect. He unfolds a pebble producing a very bright light and sits a pair of spectacles on his nose, inspecting the blade at different angles. He removes his spectacles after about five minutes and exhales in despair: "It's a good blade... You should probably just buy a new one. It'll be cheaper..."


Btw, my plans for next week bombed. So I'll be around. I'll work on an update as soon as possible.


Viyko:
I think you have it right. I think that makes it six days then, no?

Gared won't stick around unless convinced.

All the places you've named, you need to find them first... I'll work with your knowledge (local), but some gather info will be required...

You are in the northwest part of the town. At least that is obvious. Viyko remembers vaguely that the city has five main Wards, of which The Shroud is probably the poorest and could be a good guess to start looking for a hobgoblin.

You are at the entrance of a big city, of which you don't know much. I'm going to need to see some rolls (knowledges, gather info, etc.).


Viyko:
The will was read the 27th. The attack happened on the 28th. You left the 29th (Day 1), so Day 6 is October 4, no?

The hireling had asked for 8 sp per day to count for the return trip. He doesn't wish to stay longer unless you convince him otherwise. You owe him 4 gp and 8 sp, minus the one you already gave him. Let's say we call him Gared Areling!

What's your plan?


The guards at the Gate ask a few questions then let you through. You notice an important number of skeletons standing in armour and armed, though immobile, fixed in time. You pass under the massive gate and enter a sort of staging area where caravans can maneuvers, with stalls around the periphery for transactions and exchange of goods. A priest in a green and red robe blesses most transactions, for a fee.

Agar turns towards you, tied coins in his hand: "Well, I must say you were well worth the pay! Here are your crowns. I'll hire you again for other trips if our paths crosses." 6 GP each.


October 4, 998 YK

The caravan of wagons stirs into movement in the fresh morning air of October, for a short ride into the famous city of Atur, Necromancy's High Seat in Galifar. The 'Holy City of Vol's Fangs' presents, as the forest clears to your right and offers a brief view of the city, numerous bone yellow rising spires reminding of ancient sharp canines, seemingly rising from the land. These are the Undying Cathedrals of the Blood of Vols.

Vrykkas points with pride to a dark brown narrow pyramid shaped building ending in a silver dome: the University of Atur and the most extensive repository of knowledge and expertise on necromancy.

As you near the city, you get in sight of Atur's low walls, made of white veined grey granite, and its main gate, the Gate of Mankind. It is comprised of two short but very wide and stout towers framing a large portal of bronzewood and ash steel. Around the portal, statues depict the 'Ascension of Man Unbound by Useless Superstitions'.


The merchant insists on having four shifts of two people to cover the night (eight hours). Twice during the trip, you are attacked at night, confirming the reputation of these woods. The first time, wandering zombies and skeletons attacks the sleeping caravan and are easily dispatched. The second time though, it is bandits, and they are more clever at their job. Regardless, the measures taken to protect the caravan work well and you get them fleeing back to the woods.

I would have loved to have a night fight, but I am leaving Friday for around ten days and I'll be nowhere near a computer. A fight would have taken too long for the circumstances. Don't worry though, There will be other fights. I'll work on the arrival in Atur...


Viyko:
No problem with your plan. It's a fun idea to have the oil up in the tree! You might convince others to do it on their watch...

I'll let everyone catch up before moving ahead.


Viyko:
No problem on the spoiling. I'm ok with the take 10 for survival, as indeed you're not really under pressure, though it's about stopping at the "good enough" spot, and not too late, not too early either that makes it more difficult.

If you want to use the Aid Another with Ivan, I would appreciate something that describe how he helps.

And I'm not worried about the oil changing square, but the fire. Once sparked, with a bit of wind, or a creature set on fire...

The merchant is pensive at Viyko's suggestions: "That's probably a good idea to round up the wagons! And I like the anvils, though we need to know where they are when we go for a night's cry! But I'm not sure I like fire hazards so close to my wares... No, I won't have it! And the oxen? It doesn't make much space for them and us..." He looks at the others, obviously looking for other opinions.

Keep the Sense motive and Perception rolls coming if you haven't made them.

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