View Full Version : The Young Heroes and the Half-Blood Kids
Sagar
18th March 2010, 08:53 AM
I need to know the following:
1. When do you head out?
2. Do you take your horses or walk? You think you have to go 10-15 miles.
3. How much food (in days) do you plan to take?
4. Do you want to get anything special before you go?
DinbinFanfoom
18th March 2010, 08:59 AM
I need to know the following:
1. When do you head out?
2. Do you take your horses or walk? You think you have to go 10-15 miles.
3. How much food (in days) do you plan to take?
4. Do you want to get anything special before you go?
Brun's inclination is that we headout ASAP (who will think of the chillruns?). Horses would take us there in under a day at that distance. Take 3 days worth of supplies regardless, I say. Special? Any heal potions around?
Lycos
18th March 2010, 10:10 AM
Brun's inclination is that we headout ASAP (who will think of the chillruns?). Horses would take us there in under a day at that distance. Take 3 days worth of supplies regardless, I say. Special? Any heal potions around?
I agree.
Should we borrow a wagon? If we get these kids, we are going to need a way to get them home with some ease. Does the huntsman know if the orphanage has a wagon? I would assume so.
Shiz
18th March 2010, 10:40 AM
We have 2500gp among us in traveling cash. Not to sidetrack you Sagar, but are there any magic item or potion shops in Defiance?
Without a side trip to shop, I am in agreement on the 1pm departure on horseback.
DinbinFanfoom
18th March 2010, 11:36 AM
I agree.
Should we borrow a wagon? If we get these kids, we are going to need a way to get them home with some ease. Does the huntsman know if the orphanage has a wagon? I would assume so.
Probably a good idea. We're going there with the intention of bringing back several kids... Unless we double up on our horses... I suppose kids don't weigh much. That might be better/faster. The centaur kid can walk. Or another kid can ride him. Heck, I don't know how they do things in these parts. :D
Shiz
18th March 2010, 11:41 AM
5 kids and 5 horses sounds like we don't need a wagon. Easier to bring a few extra horses.
GravenStone
18th March 2010, 12:34 PM
Would a government "inspector" be traveling by horse or wagon?
Sagar
18th March 2010, 02:54 PM
Either would work. The land may get a bit rough for a wagon but you also don't know what shape the kids will be in when you find them.
DinbinFanfoom
18th March 2010, 02:56 PM
Let's travel light. One extra horse, no wagons. We can double-up if we have to, they're just kids. Might not even know how to ride.
Sagar
18th March 2010, 03:02 PM
There are 3 places in town to get magic. One, the Metal Works, has all manner of armor and weapons. Some may be magical. Another is a trade center with all manner of goods, though the prices tend to be high. There is also a magic shop selling spell components, rituals, herbs and some potions.
We can assume you visited them during your daily investigations.
If you wish something specific, tell me what it is and roll a D100 to see if it's present.
DinbinFanfoom
18th March 2010, 03:13 PM
Brun is interested in healing potions at door number 3. Probably should have someone haggle for her though... was there a skill involved? If not, let me know and I'll roll.
Shiz
18th March 2010, 04:16 PM
If the party is amenable to looking, Fandango and Trask are still without magic armor.
Trask will look for Healer's Armor, +1 (1,000gp official price) and Barkskin Armor, +1 (1,000gp)
Ok, not to be here anyway. Sagar, consider +2 Barkskin on my wishlist..
Lycos
18th March 2010, 05:10 PM
Baladir is looking for healing potions as well.
Sagar
18th March 2010, 05:56 PM
The magic store has healing potions available. I'll have to check on the price.
They are 100g each, 3 available. These are the ones that give you a surge without using one of yours.
Also, do you take the wagon or just go on horses.
Sagar
19th March 2010, 10:01 AM
If the party is amenable to looking, Fandango and Trask are still without magic armor.
Trask will look for Healer's Armor, +1 (1,000gp official price) and Barkskin Armor, +1 (1,000gp)
Ok, not to be here anyway. Sagar, consider +2 Barkskin on my wishlist..
None of these items or any of the items on your wish lists are currently available in town.
Shiz
19th March 2010, 10:06 AM
Ok, then. Off we go. We are on horseback with one spare horse in tow.
Lycos
19th March 2010, 10:14 AM
The magic store has healing potions available. I'll have to check on the price.
They are 100g each, 3 available. These are the ones that give you a surge without using one of yours.
Also, do you take the wagon or just go on horses.
Baladir will buy all three. One to Baladir and one to Brun at least. The other one goes to?
Shiz
19th March 2010, 10:48 AM
Trask will take a healing potion.
Sagar
19th March 2010, 11:04 AM
As you prepare to leave, Lakar finds you and says, "The kidnappers were paid about 10,000 in gems as was demanded. If you recover the children and find the gems, the council is willing to let you keep 25% as your reward."
You leave the tavern about 1pm. Getting through the town takes a good bit longer than you expected, though. Apparently, it is market day and the streets are much more crowded than usual. It's after 3 by the time you hit open country and almost 6pm by the time you get to the foothills. As you've traveled, the country side has gotten less and less populated. You haven't seen anyone, even from a distance, in the last 45 minutes or so.
You have about an hour of light left to find your destination and you're not exactly sure where to go. Topping a rise, you see an old goatherder hiking south.. two small goats scampering along behind him. One of the goats darts uphill few dozen yards and pauses to nibble at some particularly nice grass. The second goat darts ahead of the old man and finds something else to eat. As you crest the rise and start down, the herder seems to notice you and, curious, stops to lean on his stick and watch you pass.
DinbinFanfoom
19th March 2010, 11:20 AM
Brun: "Yodeladee-yodelodee-yodelay-ee-hoo!"
Sorry. Lonely goatherds.
Lycos
19th March 2010, 11:40 AM
We'll stop to talk to the man.
We'll introduce ourselves as government employees looking for this particular orphanage. Does he know the way?
Sagar
19th March 2010, 11:53 AM
The party heads over to the old man. He waits patiently - leaning on his walking stick as the goats scamper around. Eventually, the goats notice you too and dash over to hide behind the herder. They peer out at you from behind and between his legs.
As you get close, he nods in greetings. His eyes display his intense curiousity but his voice is calm and polite as he welcomes you:
"Welcome, neighbors. What brings you to these parts?"
You introduce yourselves as government employees and ask about the orphanage.
You also notice that the goats are hiding behind goat legs. The old man, a satyr, is part man and part goat.
"Well, you may be government employees but not from the council, I'd wager. Not with most of you being pure bloods.
Still, I heard there were pure-bloods recent come to the valley. I'm sure you're business is your own, however, and perhaps you are just site-seeing.
"You've wandered a good bit east of you're goal. Father Cullane's place is almost two hours good ride west and a bit south of here. No way you can make it before nightfall. And you don't want to be travelin' these hills in the dark. Too dangerous for the horses and not so good for the riders. Nasty rocks and nastier critters hereabouts."
"Forgive me if I don't invite you back to my place. The missus has a sharp tongue and I'd not wittingly inflict it on any strangers. She don't particularly like purebloods. Now you can do what you want, but if I were you, I'd ride about 2 miles due west. You'll find a good clearing with a small spring in it. Backs up to some low cliffs. Just a few trees. Easy to see anything comin'. Then you can hitch on over to the orphange in time for breakfast.
"Me, I gotta get these friskey runts back to the pen err dark."
"Good luck to ya!"
Lycos
19th March 2010, 12:02 PM
We're new to the area. We've been newly hired as inspectors by the City of Defiance. We've been told to visit an orphanage around here. Do you know how we can find it?
19 - Diplomacy
EricStratton
19th March 2010, 04:28 PM
I don't trust goat herders.
Insight 3+9
But really I'll believe anything so whatever.
Lycos
19th March 2010, 04:53 PM
I don't trust goat herders.
Insight 3+9
But really I'll believe anything so whatever.
Well, I was going to use insight as well. Shape shifters can look like anyone.
So, here is my insight check when he actually opens his mouth.
29. You're so gullible Amaril. :D
Sagar
20th March 2010, 12:40 PM
Baladir trains his keen powers of observation on the goat herder. After the old man's dissertation, Baladir is pretty sure he is legit.
Lycos
22nd March 2010, 11:25 AM
Baladir trains his keen powers of observation on the goat herder. After the old man's dissertation, Baladir is pretty sure he is legit.
I didn't think insight would work on someone's appearance? I thought you would use it when you were engaged in a conversation with someone.
Also, what does he say to my question?
Sagar
22nd March 2010, 04:11 PM
Read Post #22, Lycos. He answered your question before you asked it.
And if you prefer some word other than "observation" for your insight check, feel free to use it. I always think of insight checks as like those guys in Lie to Me. You are looking for signs of lying, mannerisms of untruthfullness or deceipt, etc.
Sagar
22nd March 2010, 04:11 PM
So what do you do now?
DinbinFanfoom
22nd March 2010, 04:26 PM
Soo... it's too far to our goal before nightfall, and it's dangerous in the open so... we camp in the open? Make for some trees?
Sagar
22nd March 2010, 05:44 PM
Soo... it's too far to our goal before nightfall, and it's dangerous in the open so... we camp in the open? Make for some trees?
"... if I were you, I'd ride about 2 miles due west. You'll find a good clearing with a small spring in it. Backs up to some low cliffs. Just a few trees. Easy to see anything comin'. Then you can hitch on over to the orphange in time for breakfast...
Or you can stop any old place.
DinbinFanfoom
22nd March 2010, 05:49 PM
Or you can stop any old place.
"Ah! To za clearink it is, zen! Onvard!"
Asharad
22nd March 2010, 05:53 PM
Thanks goatman, coo-coo cha-choo!
Shiz
22nd March 2010, 07:12 PM
To the clearing, although I feel like we are ignoring something we shouldn't.
DinbinFanfoom
22nd March 2010, 07:50 PM
To the clearing, although I feel like we are ignoring something we shouldn't.Someone with a nature score analyze the behaviour of the goats?
Nature: 22
Hey, not as bad as I thought. Maybe they grow goats up where Brun lived...
Shiz
22nd March 2010, 09:22 PM
Assist Brun's goat check:
+9 mod actually, 27.
Sagar
22nd March 2010, 10:55 PM
Nature 22+2: They seem to be normal kid goats.
Lycos
22nd March 2010, 11:19 PM
Read Post #22, Lycos. He answered your question before you asked it.
And if you prefer some word other than "observation" for your insight check, feel free to use it. I always think of insight checks as like those guys in Lie to Me. You are looking for signs of lying, mannerisms of untruthfullness or deceipt, etc.
Sorry, I didn't reread it since your update to it.
Thanks for the clarification.
Sagar
22nd March 2010, 11:23 PM
The party rides due west for about 20 minutes and sees the clearing described by the goat herder. It's on a slight rise and is only lightly wooded. There is a wide v-shaped cleft of rock framing two sides of the clearing. Near the base of the V is a small spring providing cool, clear water. You see the remains of old campfires back near the stone cliff. You notice, from that position, a fire wouldn't be all that visible to the land around.
You only have about 30 minutes to unpack and set up. With your magic campsite, this will not be a problem.
What is your watch rotation and please give me perception checks.
Asharad
23rd March 2010, 09:23 AM
Perception+8 (25)
Shiz
23rd March 2010, 09:54 AM
Rotation:
Bunhilde, Baladir, Trask, Fandango, Amaril
Trask Perception +17 = 18
EricStratton
23rd March 2010, 10:02 AM
Amaril Perc 15+6
Lycos
23rd March 2010, 10:31 AM
Baladir Perception +5, 24
DinbinFanfoom
23rd March 2010, 10:38 AM
Zzzzz...
Lycos
23rd March 2010, 10:40 AM
Damn, we are one perceptive bunch today, except for Trask, but his innate abilities keep him alive. :D
Sagar
23rd March 2010, 10:55 AM
During Baladir's watch, he hears rustling coming from the west. Looking that direction, at the edge of he sees 4 eyes reflecting the fire's glow. With his keen half-elven vision, he detects two hulking figures behind those 2 pair of eyes. Each is about the size of a small bear. Actually, they look very much like bears.
Baladir looks over at his party and finds that all but Brunhilde are aware of the intruders and are quietly stirring.
http://www.primeaxiom.com/rpgt/scene.asp?ID=67i1uy2u1nojscyxzqt7suhj7ps39nwd3mxmd u9q1tm7c8ubtkoq1lrc3d11lac9 (http://www.primeaxiom.com/rpgt/scene.asp?ID=67i1uy2u1nojscyxzqt7suhj7ps39nwd3mxmd u9q1tm7c8ubtkoq1lrc3d11lac9)
Where are each of you located?
Shiz
23rd March 2010, 11:14 AM
Trask L3
Lycos
23rd March 2010, 11:17 AM
Baladir is at G5, and draws his sword. And calls forth the flames in his sword, FLAME ON!
Did we see any bear tracks around here like they might have a den close by?
DinbinFanfoom
23rd March 2010, 11:44 AM
J5.
Zzzzz....
Asharad
23rd March 2010, 11:47 AM
J6, please.
DinbinFanfoom
23rd March 2010, 11:56 AM
J6, please.
"Zose are NOT za pillows!"
EricStratton
23rd March 2010, 12:52 PM
Amaril = I3
EricStratton
23rd March 2010, 12:53 PM
Nature on the creatures. 18+4
Lycos
23rd March 2010, 01:03 PM
Free: Wake Up Brun!
Sagar
23rd March 2010, 03:57 PM
Baladir is at G5, and draws his sword. And calls forth the flames in his sword, FLAME ON!
Did we see any bear tracks around here like they might have a den close by?
No one looked so you wouldn't know.
Sagar
23rd March 2010, 04:00 PM
Amaril
These look like owlbears. You've heard owlbears are large, territorial and aggressive. And very very dangerous. These two look smaller than you might have expected, though.
EricStratton
24th March 2010, 10:33 AM
These look like owlbears. You've heard owlbears are large, territorial and aggressive. And very very dangerous. These two look smaller than you might have expected, though.
"Owlbears. We've probably camped in their den or something. Go figure."
Lycos
24th March 2010, 10:37 AM
If we attack these cubs we're probably looking at having two more added into the fight, Mom and Dad.
Shiz
24th March 2010, 10:37 AM
So you want to invite them over for tea?
Lycos
24th March 2010, 10:39 AM
So you want to invite them over for tea?
Yeah, and tossing you in for crumpets. :D
No, but be on the lookout for the parents joining the fight.
EricStratton
24th March 2010, 10:40 AM
Who will think of the children?!
DinbinFanfoom
24th March 2010, 10:43 AM
"Zzzzz... just fife more minutes..."
Is Brun awake?
Sagar
24th March 2010, 10:49 AM
The two owlbears step hesitantly into the camp. They pause and expand their neck feathers - making themselves look larger and more dangerous. They screech at you menacingly.
Roll initiative, please.
(Note: The trees here are thin and the shubs are low. The shrubs are difficult terrain for movement. The trees can provide partial cover. Neither provides concealment.)
Lycos
24th March 2010, 10:50 AM
Init +9, 27. Finally a decent initiative roll.
That probably means I'll miss for the entire encounter.
Nature roll as well, what do we know about these owlbears. Is there a way to resolve this without killing them? 25.
I'm using up all my good rolls. :-/
Shiz
24th March 2010, 10:57 AM
INit +7 = 19
nature: nothing new
EricStratton
24th March 2010, 11:15 AM
Init 2+8
DinbinFanfoom
24th March 2010, 11:23 AM
Initiative +10=23
Thought I don't know if I CAN yet...
Asharad
24th March 2010, 11:28 AM
Initiative=25
Sagar
24th March 2010, 12:30 PM
The screech pretty much woke you up, Brunhilde. You are prone and surprised, though.
Lycos: A strong bluffing show of force might scare them off without hostilities. (Bluff with martial backup.)
Lycos
24th March 2010, 01:16 PM
The screech pretty much woke you up, Brunhilde. You are prone and surprised, though.
Lycos: A strong bluffing show of force might scare them off without hostilities. (Bluff with martial backup.)
That will be my first action then. I think I'm first this time. Baladir will yell and swing his sword and using his shield in a pattern that makes him look larger and on flames. Hopefully, that will scare them off.
Bluff +7, yes, a 25.
Shiz
24th March 2010, 01:27 PM
Trask will stand behind Baladir and slowly knock an arrow to his bow.
Bluff +4 = 8
Asharad
24th March 2010, 02:36 PM
Fandango will assist as well, making a deep booming aggressive sound. (13)
Sagar
24th March 2010, 02:42 PM
That will be my first action then. I think I'm first this time. Baladir will yell and swing his sword and using his shield in a pattern that makes him look larger and on flames. Hopefully, that will scare them off.
Bluff +7, yes, a 25.
Do you have flame on with your sword?
DinbinFanfoom
24th March 2010, 02:53 PM
Since Brun is prone and surprised (no action), I guess she doesn't do much. She'll have to stand and grab her axe next round, I suppose, rubbing bleary eyes. You KNOW she's swearing loudly though.
Lycos
24th March 2010, 02:59 PM
Do you have flame on with your sword?
Yes, please refer to #48.
Sagar
24th March 2010, 03:19 PM
Cool.. missed that.. You get +2 to bluff (which should be intimidate, I guess. C'est la).
Amaril gonna help with this bluff?
EricStratton
24th March 2010, 10:01 PM
Cool.. missed that.. You get +2 to bluff (which should be intimidate, I guess. C'est la).
Amaril gonna help with this bluff?
Sure. Bluff 14+12
Sagar
24th March 2010, 11:51 PM
Amaril stands moves forward aggressively, magic fire arcing out into the night.
The owlbears have seen enough. Aggressive and territorial they may be, but they are not suicidal (success vs DC 30). They screech, back up.. screech again.. then circle the edge of the clearing and leave to the west.
The screech again a few times as they move away though the darkness.
A few moments later, you hear something else.. something much, much larger.. moving westward in the darkness. Whatever it is, though, you never see.
+100 xp for each for avoiding a very tough fight.
+100 extra xp to Baladir for getting this exactly right. Attacking the two cubs would bring mother (level 8 elite brute with nasty abilities.) When Mom got bloodied, Dad would have joined in.
Nicely done, Baladir. And nicely done all. I really didn't think there was any chance you guys would avoid that fight.
Once again, the Young Heros surprise the DM.
DinbinFanfoom
25th March 2010, 12:47 AM
Brun rolls over and goes back to sleep.
Shiz
25th March 2010, 09:52 AM
Trask pats Baladir on the shoulder and says "Pelor will hear a few words of praise for his young champion from me this evening, be sure."
Sagar
25th March 2010, 10:02 AM
The rest of the night passes quietly.
The morning dawns, overcast and a bit dreary. Heavy clouds in the distance promise heavy rain by mid-morning. Good thing your magical camp takes almost no time to close up.
Where do you want to go now?
Lycos
25th March 2010, 10:14 AM
Trask pats Baladir on the shoulder and says "Pelor will hear a few words of praise for his young champion from me this evening, be sure."
Baladir turns and smiles at Trask.
"It's by his grace that I do his work. I alone could not have done this. I'm convinced of that."
Lycos
25th March 2010, 10:16 AM
The rest of the night passes quietly.
The morning dawns, overcast and a bit dreary. Heavy clouds in the distance promise heavy rain by mid-morning. Good thing your magical camp takes almost no time to close up.
Where do you want to go now?
Off to the orphanage. We must begin our inspection.
Sagar
25th March 2010, 11:16 AM
The party mounts their horses. Fandango's horse reads this comment and looks nervous. The few miles to the orphanage pass without incident but the rain looms more and more threatening.
Rounding a large hill, the party sees a wooden building set into the side of the hill about 600 yards away. There is a smooth, grassy lawn in front and a porch runs the length of the side facing you. A closed wooden door leads into the house and it is flanked by two shuttered windows. A small figure rocks in a chair on the porch. A few moments after you come into view, it leaps up and runs into the building.
The dark clouds are moving closer and random squalls of wind blow debris here and there. You unconciously pick up your pace.
As you near the house, a middle-aged man comes through the door and watches your arrival. Behind him, a child holds the door open a bit and peeks out at you. A gust of wind rips the door froms it's grasp revealing a small boy of about 8. The man seems to realize the boy is behind him and turns, catching the door as it rebounds back. He gently ushers the child back into the house and lets the door close.
"Welcome, " he says as you near the house. "What brings such a party out on a nasty day like this?"
Lycos
25th March 2010, 12:19 PM
Hello. We've travelled from Defiance on orders to do an inspection on an orphanage out here. Are we at the right place? And is there a place that we can put our horses? We would like to get them out of the rain before it really begins to pour. We can discuss details inside once our horses are taken care of.
Insight +12. Baladir is trying to get an idea if anything is off here or not.
Sagar
25th March 2010, 02:22 PM
Everything seems ok to you.
"You're the inspectors this year? Interesting. I think I've got to hear this. Ahh... but your horses. We don't normally see hoof-stock here. I think the best we can do it get your gear inside and tie the horses up on the lee side of the house."
The man opens the door and shouts into the house. A few moments later, a very large humanoid creature carefully squeezes through the door and stops before the man.
"Caucus, please help these folks get there gear up on the porch and then take the horses to the lee side. Ground tie them close to the house to keep the worst of the wind off them. Thank you."
Caucus, who appears to be almost a full blooded ogre, nods and hops off the porch to assist you. "If you will loosen your girths and takes your saddlebags," says the ogre politely, "I'll get the tack after I tether the horses."
The party...
Lycos
25th March 2010, 02:27 PM
We'll get everything off of the horses that he asks. And we'll put the horses where they are asking us to put them unless there is obvious room somewhere with better shelter for the horses. Sarge is not with us, is he?
Sagar
25th March 2010, 02:48 PM
Sarge is not with you. You see no better place for the horses. There is just this one building and it's not all that big.
DinbinFanfoom
25th March 2010, 02:56 PM
Brun will dismount and play along.
Shiz
25th March 2010, 05:14 PM
Trask will assess the man on the porch and then help with the horses should the ogre make them nervous.
Insight +7 = 11
Nature +9 = 13
Sagar
25th March 2010, 05:26 PM
The man on the porch seems to be a kindly religious type.
The horses are a bit nervous because of the weather, but they don't seem to react adversely to the ogre.
When you get closer to the ogre, you can see that he is a part-blood. His size is very ogre but his facial features and apparent intelligence are much more human than not.
The horses are settled as best they can be given the circumstances. When you get back to the porch, the man starts the introductions.
"I am Father Cullane, as you probably already know given you are here for the annual inspection. I run this trade school for the parentless children of the valley."
He pauses to let you introduce yourselves.
I just realized I forgot a plot development encounter that was supposed to happen last night. Doh! I wonder how I can fix this...
Shiz
25th March 2010, 06:00 PM
Have whatever it was attack the school!
Asharad
25th March 2010, 06:08 PM
Time Travel Thursday?
EricStratton
25th March 2010, 06:24 PM
"Yes, here in this clearing is a great place to make camp. I certainly hope there are no owlbears in the area."
Asharad
25th March 2010, 06:28 PM
"Owlbears? I don't believe they exist."
Sagar
25th March 2010, 06:32 PM
Groundhog (Thurs)Day?
DinbinFanfoom
25th March 2010, 06:34 PM
Brun snores on.
Sagar
25th March 2010, 09:26 PM
4 hours before:
The night passes quietly. Toward the end of Amaril's watch, in the wee dark hours of the morning, Amaril hears a motion nearby. Out of the corner of his eye, he sees a small boy - maybe 8-10 years old - peering at him from one of the low bushes nearby.
"Hi," says the boy.
Amaril watches the area silently, trying to see if this is just a diversion.
"My name is Thomas," says the boy. "What is your name?"
Amaril tries to sense magic or falsehood. He finds neither.
"I'm glad you didn't kill the beakbears," says the boy.
Amaril, sensing nothing else nearby, gives the boy more of his attention.
"The oni led them here, you know," says the boy. "I don't think he likes you."
As Amaril tries to speak, the boy says hurriedly, "Are you here to save us?"
Amaril opens his mouth and the boy interrupts, "I hope so. The oni is so very mean and they aren't doing good. Especially the plant girl."
Amaril hold up a hand to speak. The boy closes his mouth and waits..
EricStratton
25th March 2010, 10:47 PM
"We're here to help. Where are the others? Where are you being held?"
Without taking my eyes off the kid, I'll kick or shake whoever is nearest to wake them up.
Sagar
25th March 2010, 11:45 PM
"The oni has us trapped. Not to far away. I'll go tell the others you're coming so they don't hide."
"Oh.. and bring a present for the God of Fire. He can help if you're nice. He likes wood."
Before you can nudge anyone awake, the boy slides back into the bushes and vanishes.
DinbinFanfoom
26th March 2010, 09:07 AM
"Oh.. and bring a present for the God of Fire. He can help if you're nice. He likes wood."...and as quickly as it was formed, Brun's cunning win-win plan to get rid of Fandango once and for all is dashed to pieces.
Sagar
26th March 2010, 09:52 AM
...and as quickly as it was formed, Brun's cunning win-win plan to get rid of Fandango once and for all is dashed to pieces.
What about Fandango's head?
Or Baladir's?
:lowrazz:
Shiz
26th March 2010, 10:21 AM
When told of this, Trask wracks his brain for some memory of who or what the God of Fire might actually be. He is pretty sure the child's description is more literal than actual.
history +8 14
religion +8 11
DinbinFanfoom
26th March 2010, 10:28 AM
OOC: Shades of Molech, this.
EricStratton
26th March 2010, 12:14 PM
So it's said:
Amaril wakes the others quickly and explains what just happens. Then he joins Shiz in the Thinking Man position to try to recall what the God of Fire might refer to.
History 14+14
Also, I assume we should grab a branch or two from the woods.
Lycos
26th March 2010, 12:24 PM
Baladir joins them...
God of Fire...
religion +8 = 16.
Lycos
26th March 2010, 12:26 PM
What about Fandango's head?
Or Baladir's?
:lowrazz:
Hey! Fandango is always the one saying he's got wood or a woody.
Sagar
26th March 2010, 12:27 PM
You can think of several interations of a God of Fire from the past, but none that seem likely to apply in this instance. You can also think of several beings that could seem like a God of Fire to a child, but there are too many possibilities to get anything concrete out of.
Who is going to get wood and how much are you looking for?
Lycos
26th March 2010, 12:56 PM
I think it is best that we get a good amount of wood. I'm not sure if we'll have to pay for our way in and out or not? And we might have to pay for the kids as well. I'm thinking 2 - 3 inch branches one for each of us to carry about staff height.
DinbinFanfoom
26th March 2010, 12:59 PM
"Branches? You giff branches to God uff Fire?" Brun asks, incredulously. "I say ve chop za tree, delimb it, und drag za log behind za horse as ve valk. Just like back home. Got to sink big!"
Brun will attempt to chop a tree down and delimb it, if the group thinks this is a good idea. A couple of 6" - 8" diameter logs dragged behind a horse or two should work.
Lycos
26th March 2010, 01:41 PM
Baladir shrugs.
Ok. A tree then.
Luckily we have no druids here. :D
Shiz
26th March 2010, 02:08 PM
But this all happened before the orphanage. Are we dragging a tree to the orphanage? We can get one after the orphanage if that is what everyone thinks is the right idea. Seems nutty, though.
DinbinFanfoom
26th March 2010, 02:31 PM
But this all happened before the orphanage. Are we dragging a tree to the orphanage? We can get one after the orphanage if that is what everyone thinks is the right idea. Seems nutty, though.OOC: Technically, we don't know exactly how far to the orphanage at this point, but yes, it does make sense to wait until we near it before picking our... uh... "sacrificial limb"?
Badumpching.
All considered though... it's odd that we'd bring something as mundane as wood to sacrifice... in a forest... are we missing something?
EricStratton
26th March 2010, 03:15 PM
Uh...let's hope that wherever we're going is horse-accessible the entire way if we plan on bringing this thing an entire tree.
DinbinFanfoom
26th March 2010, 03:22 PM
Uh...let's hope that wherever we're going is horse-accessible the entire way if we plan on bringing this thing an entire tree.It seemed to be when we... dreamed we went there...
As stated above, though, no reason we can't wait until we're nearly there before cutting down a sacrifice. I still get the nagging feeling that this is like taking a tray of ice cubes to an Eskimo, though... Do we have anything else that is both 1) wooden and 2) rare?
EricStratton
26th March 2010, 03:36 PM
It seemed to be when we... dreamed we went there...
As stated above, though, no reason we can't wait until we're nearly there before cutting down a sacrifice. I still get the nagging feeling that this is like taking a tray of ice cubes to an Eskimo, though... Do we have anything else that is both 1) wooden and 2) rare?
Amaril does the obligatory glance at Fandango.
No, I really don't. You may be right, though, that it's quality and not quantity.
Sagar
26th March 2010, 05:45 PM
Brunhilde looks around at the trees near you. Most are scrub oaks - short, stumpy, and the wood is of very poor quality. People who know wood consider them weeds.
Brunhilde wanders a bit west and then stops dead... amazed at what she sees. She calls Amaril over to verify she is not hallucinating.
Ahead of her is a circle of growth that Amaril recognizes as something that could have been plucked directly from the Feywild. In the perfectly round circle, even the soil is different from the land around it. Bushes, flowers, even grass.. all of feywild varieties.
But what has Brunhilde amazed is the tree. It's stunted too - it doesn't seem to want to grow well in this world. But it's had several centuries to struggle and it's about 8' high and 8" in diameter. But it's Feywood. Feywood is to a regular wood like a diamond is to quartz. It's very dense and very heavy. And it takes a magical axe to cut it. But it can be chopped into logs small enough to strap on a horse or put in a pack. Amaril knows that the branches can be made into torches that burn for days and the fire from such a torch is intense. It burns much hotter than a normal torch could ever hope to burn.
Of course, only an idiot would burn the stuff. It's very valuable for use in making magical wands, staves, bows, etc.
Shiz
26th March 2010, 05:55 PM
Well, sheeee-eeet. We can even save some of it for us to use at some point if Trask can find Enchant Magic Item ritual somewhere.
Sagar
26th March 2010, 05:55 PM
yeah.. that was the "treasure" for beating the owl bears you managed to not fight.
DinbinFanfoom
27th March 2010, 02:05 AM
Brun spits on her hands. And on Fandango for good measure.
OOC: Shall she commence chopping?
Asharad
27th March 2010, 09:41 AM
Get to it, big'un. I'll watch the horses.
Shiz
27th March 2010, 12:09 PM
Go for it. Save a bow stave length section for use at a later date!
For the record, there is a Paragon Path that will let me use a bow as a holy symbol, so that is where I am going with this...
Sagar
27th March 2010, 02:54 PM
This particular tree does not have any branches suitable for bows or staffs. They are too short and twisted. You might be able to carve one from the trunk, but you can't if you cut the trunk into sections. And you can't reasonably transport it to the orphanage as one big piece.
Although.. if you save enough and found someone that can laminate.. you could have an even better bow stave....
Shiz
27th March 2010, 03:01 PM
Ok. A bow stave would be great but I am not complaining about the one I have, certainly.
Chop away Brun. Our priority is ease of transportation.
Sagar
27th March 2010, 03:11 PM
Brun lops the tree into eight 12 inch long sections. Each section weighs about 35 lbs. She also gets two wand length sections of branch and 4 gnarled sections that might be usable as torches, or just more wood for presents. These weigh about 4 lbs each.
Who carries what?
The delay for chopping the wood puts you later in the morning that you expected. As a result, the storm is right on your tail as you get to the orphanage...
Shiz
27th March 2010, 03:51 PM
2 logs each for everyone but Amaril who gets the wand and torch lengths. These go on the horses for now.
DinbinFanfoom
27th March 2010, 06:42 PM
Depending on how we can package it, Brun can carry quite a bit of it. We don't want to encumber the caster/rogue/cleric especially. Brun can take 3 or 4 easy.
Sagar
29th March 2010, 08:09 AM
You can leave the wood on the horses during the storm if you wish.
The party chops the wood and distributes it among the horses saddlebags. Searching for and chopping the wood, however, sets them back an hour and they find the storm right on their heels as they reach the orphanage. With the help of a very eloquent half-ogre, they get the horses settled and enter the main room just as the rain begins to fall outside. Within moments, the rain becomes a torrent as lightning flashes and thunder shakes the wooden structure. After a few moments of initial ferocity, however, the storm settles done to a steady, if heavy, rain and occasional thunder.
Father Cullane invites you all in and you stow your gear against the wall near the door. The room you have entered is fairly large - about 35x20. It seems to take up then entire front half of the building. The door and two windows are on the long north wall. The east wall is dominated by a large fireplace surrounded by well padded chairs. A large bear run lies on the floor in front of the hearth and the mantle above the fireplace holds a variety of knick-knacks.
On the western side of the room is a large, rectangular table with 10 chairs around it. A large cabinet sits against the west wall. On the south wall, you see two doors and a large opening that looks to go to a kitchen.
Father Cullane invites you all to sit. With some reluctance, he asks Baladir and Brunhilde not to sit on the stuffed chairs in their metal armor. Indeed, he invites them to remove it, if they wish, for their comfort while they are here.
"With this rain, I doubt we'll be troubled by orcs or monsters during your stay."
"So," he continues after you are settled. "How did you happen to get assigned to this year's inspection?"
Asharad
29th March 2010, 09:59 AM
Where are the kids? Like, the normal, non-kidnapped kids?
Sagar
29th March 2010, 10:06 AM
Are you asking me.. or him?
DinbinFanfoom
29th March 2010, 10:28 AM
Brun knows to keep her mouth shut. Her approach would be to simply and honestly say what we're here investigating, and that hell will pay for anyone who gets in our/her way accomplishing that.
But she'll just stand around looking stern at this point.
Asharad
29th March 2010, 11:35 AM
Are you asking me.. or him?
Neither, I was speaking ooc to bring the point up to my fellow adventurers.
That said, after someone else explains how we got here, I will ask how many children are in his charge and where they are.
Sagar
29th March 2010, 12:31 PM
As soon as someone explains, I will answer you :p
Shiz
29th March 2010, 12:45 PM
Lycos, this is all for Baladir. Go for it.
Lycos
29th March 2010, 01:00 PM
Baladir will start with a basic introduction of ourselves. We'll tell him that we were invited to come to Defiance by the ambassador, and we found ourselves without much cash on hand after spending some time in the bars, and other expensive activity. We were looking for some work. We got this job being that we were at the right place at the right time.
Let Fandango start off...
More after lunch
Sagar
29th March 2010, 01:12 PM
Baladir will start with a basic introduction of ourselves. We'll tell him that we were invited to come to Defiance by the ambassador, and we found ourselves without much cash on hand after spending some time in the bars, and other expensive activity. We were looking for some work. We got this job being that we were at the right place at the right time.
Let Fandango start off...
More after lunch
Please give me a bluff roll for this.
Lycos
29th March 2010, 01:13 PM
Please give me a bluff roll for this.
+7 Bluff +7 = 14.
Fandango, can you assist?
In the middle of the conversation, "Right, Fandango."
Asharad
29th March 2010, 01:38 PM
Bluff assist!
Sagar
29th March 2010, 01:43 PM
"Really. I had no idea it was so expensive to send a junior priest to do this inspection as they have in previous years...
I am sure your reasons are your own and you will or will not tell them to me in all good time.
"I must ask, however, have you actually been sent by the council to do the real inspection or is this just to be a sham review. Rest assured that I can accomodate either and not ask questions. I just wish to know whether I should have the children summoned."
Lycos
29th March 2010, 02:44 PM
Well, we have been sent to further investigate another matter that could pertain to your work here. There have been children taken from Defiance. Seeing that you are so far away from any protection, it seemed prudent that the city check on you to ensure the safety of the children.
Have you ever heard of an Oni?
Inisght on his current responses. 24.
Lycos
29th March 2010, 02:46 PM
Sagar, do we have everything that we need to do a real inspection?
Shiz
29th March 2010, 03:00 PM
Insight assist from a blackberry
Lycos
29th March 2010, 05:38 PM
Baladir is going to ask this gentleman to introduce himself and his ogre friend. I am curious as to his background. He seems to have been around the block a few times to end up being a babysitter at an orphanage.
Sagar
30th March 2010, 07:59 AM
Well, we have been sent to further investigate another matter that could pertain to your work here. There have been children taken from Defiance. Seeing that you are so far away from any protection, it seemed prudent that the city check on you to ensure the safety of the children.
Have you ever heard of an Oni?
Inisght on his current responses. 24.
Father Cullane laughs, "An Oni?! HAHAhaha... You're serious, aren't you. Do they really exist? I thought they were just myths!" He paces away a few steps and then back, obviously thinking, "I had heard about the children missing from Defiance but that was weeks ago, from what I heard. I had thought they had resolved that problem somehow.
"I appreciate that the council is concerned about our welfare. The children were all here and fine at breakfast. Do Oni's attack during the day? Should I bring them in? But no. From what I heard, all the children were taken at night." He paces back and forth some more.
"I would take it as a kindness if you did not mention this to the children. It would frighten many of them unduly to hear that Oni's are real and actively taking children in the area."
Insight: His reactions seem genuine and real. You detect no falsehoods.
Sagar
30th March 2010, 08:00 AM
Sagar, do we have everything that we need to do a real inspection?
Yes. You were just to come out, look at the facilities. Make sure they are adequately clean and the children are being well cared for, healthy and being educated as they should.
Sagar
30th March 2010, 08:14 AM
Baladir is going to ask this gentleman to introduce himself and his ogre friend. I am curious as to his background. He seems to have been around the block a few times to end up being a babysitter at an orphanage.
"Oh, I apologize. I am Father Cullane. I was once a street urchin in Defiance. I was taken to the church run orphanage and raised there after I was caught.. uhm.. acting indiscreetly. The church orphanage wasn't bad, exactly. Their idea of raising a child, however, was to keep you fed, disciplined and in training for church service. It worked out well for me. Not so well for some of my friends, though."
"When I became ordained, I asked to start a church sponsored trade school. There was an old couple that lived here then. They had picked up a few orphans like Caucus here and brought them out to this old mine to teach them something a bit more useful than "how to serve the church". As they were getting on in years, they were relieved when I asked to come help. When they passed on, I took over.
"I've been here well over 10 years now. I have usually 12-18 kids here at any given time. We teach them how to mine and how to cut gems. I teach them their numbers and letters and, when they get older, a bit about business and how to value their work. When they feel ready, I give them a stake, letters of recommendation, and let they go off in the world. Some like Caucus here decide to stay. He grew to big for the smaller mines where the gems are and he never was nimble enough to cut gems, but he has a quick mind and the children mind what he says. They seem to like him.
Father Cullane looks fondly at Caucus, "I've told him any number of times that he could get a good job as a bodyguard for someone important in town or as a caravan guard or any number of other good positions. But he says he likes it out here and doesn't need more than what he finds in our 'family'."
Caucus, with the air of one giving an oft repeated argument, says "I am happy here, Father. The children need me. You need me. I am content. I do not need the town or money or an important patron to watch over."
Father Cullane give you a shrug as if to say, "See, I tried."
Sagar
30th March 2010, 08:19 AM
Father Cullane says, "Well. I suppose I should let you see the children and the facilities. Caucus, would you please fetch them?"
Caucus says, "Today is gathering day, Father. Most of the children are deep in the mines at present. They will not return until this afternoon. Timothy and Jane are in the workshop finishing their special projects, though. Shall I bring them?"
"By all means," replies Cullane. "But if they are doing critical cuts, let them finish. I would not want their fine gems ruined by our impatience."
Caucus nods and heads through the middle door.
"In the meantime, gentlemen.. and lady. Could I interest you in a drink? I have a very nice ale recently arrived from town that I think you might enjoy."
Lycos
30th March 2010, 10:17 AM
Of course. We do not mean to disturb the work that goes on here Father. By the way, which patron god do you follow?
Oh, ale. Of course, some ale would be nice after we have done our inspection. I think it also appropriate that we see the mines as well. Can we go out and meet the children as they finish their work for the day?
And we agree, we will not speak of the Oni directly, but we might have some questions for the children that involves our investigation.
Father, have you seen any suspicious people who were very interested in befriending the children recently or who has left recently and was very friendly to the children?
Sagar
30th March 2010, 10:33 AM
"It will be some hours before most of the children return. And you can certainly see the mines, though they are dark and uninteresting for the most part. The priests don't usually worry about them. Also, you can't go to far in. You have not been trained how to be safe in them and there are always dangers.
"As for strangers. No, I have not seen any around in the weeks before your arrival. In fact, the only people outside the trade school that I have seen in the past few months are an old goat herder and his woman. He's not to bad. She is a surly old goat and no mistake.
"As for my patron, I was raised to rever all the gods but my priestly devotions are to Moradin. I know, I have very little dwarven blood in my veins but I do feel an affinity for the stone and his service called to me.
"Now, who wanted an ale. It will take me but a moment to get some from the kitchen.
DinbinFanfoom
30th March 2010, 10:40 AM
"Now, who wanted an ale. It will take me but a moment to get some from the kitchen.Brun raises both hands.
Lycos
30th March 2010, 10:54 AM
Can we look around at the children's sleeping area, and eating area?
How do they get food and water when they go out to the mines?
Sagar
30th March 2010, 12:33 PM
Can we look around at the children's sleeping area, and eating area?
How do they get food and water when they go out to the mines?
Father Cullane heads into the kitchen. From there, you can hear the sounds of cabinets opening, plates and mugs being set down, etc. Fandango slides over to the kitchen door to keep an eye on things.
After a few minutes, the priest returns with a tray of mugs and a small ale keg under one arm.
"I just got this not to long ago. I expect it will be very good." With practiced ease, Father Cullane taps the keg and pours several mugs. Brunhilde takes two, one for each hand.
"Certainly, you may see the sleeping areas and eating areas. As for the mines, the children take food and water with them. They are not unescorted. There are a few like Caucus that didn't want to leave when they finished their schooling. They go with the children to keep an eye on them. The meet at a central location for lunch and prayers and then finish gathering in the afternoon. You understand, they don't do any serious mining. They have not the strength for that. Rather, they find areas that have high likelihood for gemstones and gather loose rocks and scree in the area. They break this apart carefully and bring back any stones they find. Most of what they get is small and not worth alot, but every few months they find a nice stone and then learn to cut and polish it. If they find an especially nice stone, it becomes their project and they make is as nice as they can and put it in their stake for when they leave.
"Ahh.. here comes Caucus with Timothy and Jane."
Two children, a boy of about 12 and a girl of perhaps 11, enter the room behind Caucus. They move quickly over to stand next but slightly behind Father Cullane. They seem a bit cautious of you.
Brunhilde samples a mug of ale and finds it excellent.
Anyone else going to take a mug?
EricStratton
30th March 2010, 12:47 PM
Amaril takes a mug.
"Father, when did your newest children arrive here?"
DinbinFanfoom
30th March 2010, 12:51 PM
Brun waits for a break in the conversation.
"Zis ale is fantastic. Did you make it yourself?"
Sagar
30th March 2010, 01:36 PM
Amaril takes a mug.
"Father, when did your newest children arrive here?"
"It has been some months.. 4 or 5, I think."
Brun waits for a break in the conversation.
"Zis ale is fantastic. Did you make it yourself?"
Father Cullane laughs, "I wish! No, I get it from town."
Lycos
30th March 2010, 01:48 PM
Baladir will ask the Father if we can talk to the children in private for a couple of minutes. Trask and I will pull them aside seperately.
We'll start off with why we are here, inspecting their conditions here. We'll introduce ourselves.
We'll ask them if they have met any strangers within the last couple of months who wanted to befriend them. We'll ask them if anything weird has been going on that they can think of. Weird happenings at night or maybe children having bad dreams? Or if they had seen anything that might look like smoke in a place where there would be no reason for smoke? Have they seen any strange things happening in the mines that are unusual?
We'll ask them if they feel safe here, and if anything has been going on that we should know about to help them. Baladir and Trask will both end the conversation that they can talk to us at any time while we are here. We can protect them if they need it.
Sagar
30th March 2010, 02:39 PM
Father Cullane suddenly looks stern. "If by privately, you mean can you talk to them here, then yes. If you mean can you take them from my sight, then No. I do not know you. I have only your word that you come from the Council. For all I know, you could be the kidnappers of which you speak. I am responsible for the safety of these children and they will not be taken from this room.
"That said, I can understand that you want to speak to them without my interference. I shall stand over here by the fire. You may speak to them by the table. Caucus will watch the door, however. Do not attempt to remove them from this room.
"If you would please place your weapons on the floor here and give me your word not to harm the children, you may speak to them."
Lycos
30th March 2010, 03:10 PM
Insight on what he is saying here, 14.
Shiz
30th March 2010, 03:23 PM
Amaril takes a mug.
"Father, when did your newest children arrive here?"
Trask politely declines (just in case. )
He will try and read Father Cullane as well (not an assist roll). Insight 27.
Did our knowledge checks on Oni reveal anything?
Sagar
30th March 2010, 04:10 PM
Your knowledge check results were described elsewhere.
As for the insight, you detect no lies or evasions. Nothing rings false or even suspicious about him. He seems to be welcoming to you but rigid concerning the welfare of his charges.
Shiz
30th March 2010, 04:16 PM
oni check results
Despite their reputation as myths in this area, you know that oni are real. They are wicked, ogre like creatures with formidable magical powers.
DC 15: They build cleverly hidden strongholds or underground lairs and surround themselves with creature comforts and useful servants. Despite their appearance, they are not related to ogres.
DC 20: Status among Oni is measured by wealth and by the number and quality of slaves each commands. Oni compete with each other to amass the best slaves or most riches.
Oni use their powers of illusion to disguise themselves as humanoids of different races. In these guises, they infiltrate society and mislead their enemies. Many oni also have the ability to assume gaseous form or turn invisible.
Lycos
30th March 2010, 04:23 PM
Father Cullane suddenly looks stern. "If by privately, you mean can you talk to them here, then yes. If you mean can you take them from my sight, then No. I do not know you. I have only your word that you come from the Council. For all I know, you could be the kidnappers of which you speak. I am responsible for the safety of these children and they will not be taken from this room.
"That said, I can understand that you want to speak to them without my interference. I shall stand over here by the fire. You may speak to them by the table. Caucus will watch the door, however. Do not attempt to remove them from this room.
"If you would please place your weapons on the floor here and give me your word not to harm the children, you may speak to them."
Very well. I understand your concerns.
Baladir takes off his weapons and puts them on the floor. You have my word as a humble servant of Pelor that we have nothing but good intentions for these children. We will take you up on your offer to speak with them at the table.
If allowed to proceed, we will continue questioning the children as stated above.
DinbinFanfoom
30th March 2010, 04:35 PM
Brun will also disarm, as a gesture of goodwill. She will whisper to Baladir:
"Ask specifically to spek to za half-plant child..."
She assumes Bal will know her intent.
OOC: That's the one the child in the woods warned us was "in bad shape".
Sagar
30th March 2010, 04:35 PM
We'll start off with why we are here, inspecting their conditions here. We'll introduce ourselves.
We'll ask them if they have met any strangers within the last couple of months who wanted to befriend them. We'll ask them if anything weird has been going on that they can think of. Weird happenings at night or maybe children having bad dreams? Or if they had seen anything that might look like smoke in a place where there would be no reason for smoke? Have they seen any strange things happening in the mines that are unusual?
We'll ask them if they feel safe here, and if anything has been going on that we should know about to help them. Baladir and Trask will both end the conversation that they can talk to us at any time while we are here. We can protect them if they need it.
Baladir carefully sets his weapons aside and then escorts the little girl to the other side of the room. She seems reluctant to leave Father Cullane but does so at his encouragement. Baladir questions her quietly and, after some initial reluctance, she answers him. At one point, she raps on his metal breastplate and asks him a question.
Baladir
She hasn't seen any strangers recently. No bad dreams.. at least, none out of the ordinary. Many of the kids that used to live on the streets have nightmares sometimes but Father Cullane sits with them until they feel better and go back to sleep. No wierd happenings. No smoke. Nothing unusual in the mines except she found a really nice green emerald that she is cutting to look like an egg.
She says she likes it here. She is learning interesting stuff. It's hard, sometimes, but a lot easier than trying to live alone in town. She doesn't need anything except maybe more candy. Father Cullane won't let them have a lot of sweets.
Trask needs to put down his weapons before he can talk to the boy.
Asharad
30th March 2010, 05:07 PM
I'm not going to talk to the kids. Instead, I'm going to find a couple of smaller object (empty mugs, etc), stand over by the fire in the kids line of sight, and start to juggle them.
Shiz
30th March 2010, 05:46 PM
Trask will lay down his morningstar but keep his bow strung across his shoulders because it looks cool.
Sagar
30th March 2010, 05:57 PM
Trask will lay down his morningstar but keep his bow strung across his shoulders because it looks cool.
Trask takes the boy to stand over near the table and talks quietly to him. The boy seems reluctant at first, but eventually opens up and answers Trask's questions. At one point he reaches out and plucks the bow string on Trask's chest.
He hasn't seen any strangers recently. No bad dreams.. at least, none out of the ordinary. Many of the kids that used to live on the streets have nightmares sometimes but Father Cullane sits with them until they feel better and go back to sleep. No wierd happenings. No smoke. Nothing unusual in the mines except he found a really nice blue sapphire that he is cutting to look like an cabochon.
He says he likes it here. He is learning interesting stuff. It's hard, sometimes, but a lot easier than trying to live alone in town. He doesn't need anything except maybe more candy. Father Cullane won't let them have a lot of sweets.
At one point he plucks your bow-string and asks why you have a string across your chest.
EricStratton
30th March 2010, 05:59 PM
Amaril puts his longsword and rod away. He'll stay and talk with Father Cullane. He'll specifically not attempt to distract him from watching the children, just made idle talk while the rest do their things.
"Father, where in town do you get this ale? I must get some when we return. It's fantastic."
Lycos
30th March 2010, 06:03 PM
Once Baladir is done speaking with the kid. He'll thank her for being kind in talking to him.
"That's all. See that wasn't painful, was it?" :D
Sagar
30th March 2010, 06:03 PM
Father Cullan has most of his attention on the children and says, absently, "The brewmaster in the citadel. He sells it."
Lycos
30th March 2010, 06:04 PM
We'll do our duties in looking over the facilities while we wait for the others.
Also, Baladir will ask the Father about any other old mines that might be in the area.
Shiz
30th March 2010, 06:05 PM
Trask will try and read if the boy's story is rehearsed or otherwise insincere.
Insight +7 = 19
Sagar
30th March 2010, 06:09 PM
Trask will try and read if the boy's story is rehearsed or otherwise insincere.
Insight +7 = 19
He may be trying to be on his best behavior but otherwise it seems real.
EricStratton
30th March 2010, 06:42 PM
Father Cullan has most of his attention on the children and says, absently, "The brewmaster in the citadel. He sells it."
"You don't say. Did you know that one of the missing children is his? Yes, the child left with a keg of this brew, too. And who can blame him, right? It really is delicious."
Sagar
30th March 2010, 11:52 PM
Father Cullane's full attention switches to Amaril. "Really?!" He looks disturbed. "The goat herder brought it by about 10 days ago. Traded it for some rope and other supplies. So he could be... and I let him in..." At the realization, Father Cullane's hands begin to shake.
"But all my kids are ok. They were all here at breakfast. But he could have..."
Father Cullane wipes a hand across his suddenly perspiring brow.
"Thank you for coming. And thank you for bringing me this information. We will not be so blind should he come back."
Sagar
31st March 2010, 09:47 AM
While Amaril and Father Cullane are talking, Fandango wanders over towards the mantle. He snatches two empty mugs from the tray and, after looking over the items on the mantle, sets them down.
From the mantle he picks up 3 items, an old dagger hilt, a partially rusted hinge and a chunk of quartz liberally embedded with fool's gold. These he begins to juggle.
The children notice and look uneasily towards Father Cullane. Father Cullane eventually notices their unease and looks towards Fandango.
"WHAT ARE YOU DOING!??!!" he yells and lunges towards the rogue. With surprising dexterity, he snatches the three items out of the air and cradles them to his chest, breathing hard. After a few breaths, he masters himself and, as he carefully places the items back on the mantle, says, "Forgive me. These are trinkets given to me by particularly special young children. They mean the world to me and I would be devastated if anything happened to them."
Turning to Fandango, "But you could not have known. I apologize for my outburst."
Shiz
31st March 2010, 09:50 AM
"The goatherder? That fits with our experience. He pointed us to a "safe" place to camp and we were almost attacked by a family of owlbears. Our champion of Pelor over there managed to scare them off.
"This means he is likely the Oni in disguise. Oni's can take on humanoid form. This confirms everything we have learned so far. I think it is time for us to share more with you."
Trask will then relate the pattern we learned about the kidnappings, highlighting the fact that Angus and Granny were probably the Oni in disguise.
"I know that Oni's like underground lairs or cleverly hidden strongholds. They also use guards of various evil races or maybe even just dangerous monsters like owlbears. I am immediately suspect that the mines your kids are in may be linked to his lair somehow. Do you know of any other cave complexes in the area that such a creature might call home?"
Lycos
31st March 2010, 10:12 AM
"The goatherder? That fits with our experience. He pointed us to a "safe" place to camp and we were almost attacked by a family of owlbears. Our champion of Pelor over there managed to scare them off.
"This means he is likely the Oni in disguise. Oni's can take on humanoid form. This confirms everything we have learned so far. I think it is time for us to share more with you."
Trask will then relate the pattern we learned about the kidnappings, highlighting the fact that Angus and Granny were probably the Oni in disguise.
"I know that Oni's like underground lairs or cleverly hidden strongholds. They also use guards of various evil races or maybe even just dangerous monsters like owlbears. I am immediately suspect that the mines your kids are in may be linked to his lair somehow. Do you know of any other cave complexes in the area that such a creature might call home?"
Baladir will stop Trask before he begins to talk about the Oni in front of the kids.
He'll turn to Father Cullane.
"Perhaps the children should not be here for this conversation. Once they leave, we can tell you more."
Asharad
31st March 2010, 10:19 AM
Something is weird with this guy. He just really lost his **** for no good reason. Someone arcaney check out this stuff on the mantle, there is more than what I was juggling. let's keep in mind that all of the disappearances were also linked with gifts not unlike some of this crap.
perception=28
Sagar
31st March 2010, 10:35 AM
Father Cullane takes Baladir's hint about the Oni and says, "Perhaps Caucus and the children can show Amaril, Brunhilde and Fandango the workroom and childrens' quarters while Baladir, Trask and I continue out discussion up here?"
Lycos
31st March 2010, 10:39 AM
Once the kids leave, Trask and I will discuss with Father Cullane everything we know about the Oni. And in return, we would like to know what other interactions he has had with the goat herder and his wife. Have they both been seen together or just one or the other? Do you know where we can find them?
Asharad
31st March 2010, 10:51 AM
Fandango starts coughing loudly. Very loudly.
he doubles over and croaks
"Companions, my ailment is reoccuring. While not contagious we must gather together so you can help me through this spell. please gather thousest gear and joinest me outside so we mayest form our circle and I shall prevail! Please, everyone! Afterwards we mayest continue our examination of this fine father's work!"
He then stumbles outside and away from the house.
Sagar
31st March 2010, 11:17 AM
Once the kids leave, Trask and I will discuss with Father Cullane everything we know about the Oni. And in return, we would like to know what other interactions he has had with the goat herder and his wife. Have they both been seen together or just one or the other? Do you know where we can find them?
Father Cullane responds, "I have seen the herder a few times. I did see him and his wife... err.. no.. now that I think on it, they were never actually here at the same time. First he.."
Amaril and Brunhilde, moving toward Caucus and the door, pause as Fandango begins coughing and hacking. The boy, just reaching to take Amaril's hand, turns and looks concerned. Father Cullane also looks concerned but he steps back. The little girl pauses and, after fluttering her fingers, moves quickly forward.
"Mister, are you ok?" she asks. She takes Fandango's arm to help him as he doubles over in a masterful display of artful hacking.
Asharad
31st March 2010, 11:22 AM
"I'm fine child," Fandango says.
Then he turns and lays the little bitch out like yesterday's leftovers.
Attack stuff coming
Asharad
31st March 2010, 11:25 AM
"It's them! Probably the kids too!"
This has gotta be a surprise round, sadly, only for me. Although I gotta suspect me attacking a kid is surprising for everyone.
Like I said, I'll attack the girl but, in the unlikely event it actually is a girl, I'll do that thing where I stop before I kill them. My thought process being she is something that isn't a girl but if she is...I just wanna knock her unconscious.
Anyway:
Sly Flourish with all the trimmings (assuming CA)
Attack:+14 vs AC=23
Damage:1d6+11+2d8=29
Sagar
31st March 2010, 11:44 AM
"It's them! Probably the kids too!"
This has gotta be a surprise round, sadly, only for me. Although I gotta suspect me attacking a kid is surprising for everyone.
Like I said, I'll attack the girl but, in the unlikely event it actually is a girl, I'll do that thing where I stop before I kill them. My thought process being she is something that isn't a girl but if she is...I just wanna knock her unconscious.
Anyway:
Sly Flourish with all the trimmings (assuming CA)
Attack:+14 vs AC=23
Damage:1d6+11+2d8=29
As you swing at her, you see a dagger in her fist moving rapidly at your midsection. Apparently, the girl somehow signaled her friends (the finger fluttering was a sign) and they are not surpised. The little boy spins back, dagger in hand, to attack Amaril. Caucus reaches into the kitchen and pulls out a big club (that was his suprise move). Father Cullane drops his veil and you see a large, dark skin orgeish looking creature. He moves to stand over the weapons in the center of the room (from Baladir, Trask and Brunhilde) and inhales.
Everyone please roll initiative.
Doh.. I forgot to set up the map. Well, that will have to wait until I get home this evening.
Lycos
31st March 2010, 11:50 AM
Init +9, 18
DinbinFanfoom
31st March 2010, 11:52 AM
Initiative +10 = 20
Asharad
31st March 2010, 01:14 PM
Previous to getting the job as henchman, the little girl monster much have taught acting at Julliard, as she was able to see through a bluff that brought with it the highest DC roll I think anyone has rolled in any of these games, ever!
She's the Marlon Brando of NPCs!
initiative=25
EricStratton
31st March 2010, 01:17 PM
Amaril INIT 5+8
Lycos
31st March 2010, 02:00 PM
...brought with it the highest DC roll I think anyone has rolled in any of these games, ever!
I had a 40 in diplomacy with the mayor from Defiance. :mrgreen:
Shiz
31st March 2010, 02:46 PM
Fandango rolled 2 20s in a row. Nicely done. Trask once again gets it wrong!
I also want to remind everyone that all of you get +1 Perception when within 10 squares of me.
Trask init +7 = 14
Sagar
31st March 2010, 03:22 PM
Surprise Round:
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used30Boy Doppleganger0????-?27Girl Doppleganger0????-?25Fandango53/53019/90-21Caucus Ogre0????-?20Brunhilde68/680113/130-18Baladir63/630114/140-14Trask50/50018/840211-13Amaril53/53019/90-12Father Oni0????-?
Sagar
31st March 2010, 04:07 PM
Surprise round:
The boy spins around, dagger in hand, and slashes hard at the unsuspecting Amaril (24 vs AC 21). Amaril takes a vicious cut to the side (15 damage) and the boy grins showing small, pointed teeth.
The girl whips her dagger into Fandango's chest (30 vs AC) but her blade is partially turned by his armor (11 damage).
Fandango tries to return the favor but (21 vs AC) she manages to evade the attack (no combat advantage).
The Oni moves to stand over the weapons (as mentioned before).
Caucus reaches into the kitchen and grabs a large club.
End of surprise round:
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used30Boy Doppleganger0????-?27Girl Doppleganger0????-?25Fandango42/53019/90-21Caucus Ogre0????-?20Brunhilde68/680113/130-18Baladir63/630114/140-14Trask50/50018/82/2-13Amaril38/53019/90-12Father Oni0????-?
Sagar
31st March 2010, 04:12 PM
Round 1:
The boy uses a shapeshifter feint (minor) and Amaril is startled to find himself looking at his own face (CA regained). The boy then stabs hard at Amaril (natural 20), burying his dagger to the hilt in Amaril's ribs (21 damage). Amaril is bloodied.
The Girl follows the same pattern - Fandango is startled to see his own face (feint - minor) before he too feels the slice of a dagger (24 vs AC, 11 damage) along his ribs.
Fandango... (can wait for the map or just fight if he wishes.)
Asharad
31st March 2010, 04:27 PM
I'm going to wait for the map.
Sagar
31st March 2010, 05:22 PM
OK. I won't get to it until probably some time after 8pm ET tonight.
EricStratton
31st March 2010, 06:21 PM
"Medic!"
Sagar
31st March 2010, 11:07 PM
http://www.primeaxiom.com/rpgt/scene.asp?ID=6g1p4hvoufl2ihspwbet6wkjfc82muituii6v ilxn9kmbj7iis89qsdq3miw7ng5
Shiz
31st March 2010, 11:28 PM
No Baladir on the map
Sagar
1st April 2010, 07:55 AM
Did I forget to say he fell down the pit?
j/k. :p
I kept thinking I was missing someone...
Sagar
1st April 2010, 07:59 AM
There.. all fixed.
Also, for simplicity, we'll ignore the table and chairs and cabinet for now. The bear rug is over to the east next to the fireplace, but I didn't show that either.
The door to the kitchen (eastern door on the south wall) is open. The other two doors are closed.
Lycos
1st April 2010, 09:41 AM
I was talking to Father Cullane before all of this started. I'm really all the way over there?
Shiz
1st April 2010, 10:22 AM
I agree with Lycos. I would have guessed he would around E6.
Sagar
1st April 2010, 10:33 AM
He moved to the other side of the room to talk to the child in private. He wanted to be away from Father Cullane who was standing by the fireplace. Ditto for Trask. Fandango said he was by the fireplace. After the boy talked to Trask, he moved to take Amaril and Brunhilde downstairs. Baladir and the girl hadn't moved yet (to my mind). I thought Baladir's interruption of Trask's Oni comment was made loudly to cut off the discussion - thus no reason to move.
I can go back and read it again, though.
Sagar
1st April 2010, 10:37 AM
Reread it. The interruption came (in my mind) from across the room. The kids hadn't left yet so Baladir hadn't moved. The way I see it, the fight started only seconds after Baladir interrupted Trask. The boy only had time to take Amaril's hand and start walking to the door.
We'll leave Baladir where he is.
Lycos
1st April 2010, 10:46 AM
That's fine. I got no problem with that then. Thanks for the review. :D
Sagar
1st April 2010, 10:53 AM
Now we just need Fandango to proceed.
Asharad
1st April 2010, 11:15 AM
I'm thinking, I'm thinking!
(it's difficult)
Asharad
1st April 2010, 11:35 AM
Setup Strike on the doppelganger who is on me.
Attack:+12 vs ac
damage:18 and I have CA until the end of my next turn
Action Point
Sly Flourish
Attack:+14 vs ac
damage:20
Sagar
1st April 2010, 12:10 PM
Fandango twists free of the doppleganger and shows who the REAL rogue is here. His first attack (31 vs AC) slips easily past her pathetic defenses and opens a long gash on her cute little cheek (18 damage and CA). His followup attack slams hard into her shoulder (29 vs AC, 20 damage.) The doppleganger jerks away, bloodied.
Caucus swings his giant club (reach 2) over the boy and slams it down across Amaril's shoulders (25 vs AC). Amaril crumbles to the ground (23 damage, unconcious, -6 hp and dying). The giant ogre then moves to stand over Amaril's corpse as he challenges Brunhilde.
Brun, Baladir, Trask..
EricStratton
1st April 2010, 12:17 PM
"The only thing I regret...is being hit with the ogre's club...."
Shiz
1st April 2010, 12:48 PM
Move: to C7
Std: Moment of Glory, Close Blast 5 (hits D5-H9 square)
Minor: Healing Word to Amaril (surge+6+1d6 = +25hps)
AP: Shield of Faith (+2 AC to all allies for the encounter)
Moment of Glory (Implement), +10 vs WIL, CB5, hit: you push the target 3 squares and knock it prone. Effect: you and each ally in the blast gain resist 5 all UEOMNT. Sustain Minor: the effect persists
Girl: 21 vs WIL
Oni: 24 vs WIL
Boy: 15 vs WIL
Ogre: 26 vs WIL
Elven Accuracy Reroll on the Oni if the 24 missed: ouch!
Lycos
1st April 2010, 01:20 PM
minor: Baladir pulls his shield out.
standard: Baladir attempts a bull rush on the Oni. Str +7 vs Fort.
18 to hit. Push him back one spot to the east, and take his spot.
if successful:
minor: Grab my sword.
free: Flame On!
use Action Point.
Standard:
Hallowed Spot (Divine, Implement, Zone) Close Burst 3, Target: Each Enemy in burst, +9 vs. Reflex (2d6 + 4)
Effect: The burst creates a zone of bright light. You and each ally within the zone gain a +1 power bonus to all defenses until the end of the encounter.
if unsuccessful then we need to talk.
I want to get my sword, what is my option at that point?
(I will wait to hear the results of my first action to determine the rest)
Shiz
1st April 2010, 01:31 PM
I doubt Shield of Faith and the Hallowed Spot AC bonuses stack, but that doesn't mean that isn't a good power to use if you don't get your sword.
Lycos
1st April 2010, 01:38 PM
I doubt Shield of Faith and the Hallowed Spot AC bonuses stack, but that doesn't mean that isn't a good power to use if you don't get your sword.
That's a good point. We should get some clarity from Sagar.
DinbinFanfoom
1st April 2010, 01:44 PM
Waiting on results of previous actions to post.
Lycos
1st April 2010, 02:10 PM
Waiting on results of previous actions to post.
So, you mean you are delaying until Trask is done?
Sagar
1st April 2010, 02:23 PM
Brunhilde glances at Trask and pauses to let him prepare.
Baladir, meanwhile, pulls out his shield and, with a roar, charges the Oni (18 vs Fort). The Oni calmly waits, then pushes a padded chair in Baladir's way, effectively disrupting his charge. Baladir realizes that reaching for his sword would leave him vulnerable to an OA so he...
Shiz
1st April 2010, 02:25 PM
Trask #213 if you missed it.
Lycos
1st April 2010, 02:28 PM
Baladir realizes that reaching for his sword would leave him vulnerable to an OA so he...
Ok, here are my adjustments then.
Either way, I do this...
minor: Grab my sword. (take the OA)
free: Flame On!
use Action Point.
Standard:
Depends on what the stacking judgement is.
Sagar
1st April 2010, 02:34 PM
Trask #213 if you missed it.
Baladir didn't say he was delaying so, since he is ahead of you in init, his action has to be resolved first.
Waiting to see what he does with his AP now.
Oh.. and I forgot, he gets an OA from either the ogre or the doppleganger (depending on his path...
the doppleganger has lower potential damage.. I'll go that way).
As Baladir runs past, the girl slashes out with her dagger but (natural 1), off balanced from Fandango's attack, she misses badly.
Lycos
1st April 2010, 02:37 PM
Sagar,
What about the stacking?
Shiz
1st April 2010, 02:39 PM
Baladir didn't say he was delaying so, since he is ahead of you in init, his action has to be resolved first.
Waiting to see what he does with his AP now.
Oh.. and I forgot, he gets an OA from either the ogre or the doppleganger (depending on his path...
the doppleganger has lower potential damage.. I'll go that way).
As Baladir runs past, the girl slashes out with her dagger but (natural 1), off balanced from Fandango's attack, she misses badly.
Map has Trask at D7, not C7, currently.
Sagar
1st April 2010, 02:40 PM
As the Oni's veil fades, you realize he is a large creature (reach 2) and is holding a large morningstar. He (25 vs AC 24) slams this into Baladir's chest as he bends over, flinging him backwards and away (15 damage, push 1). Baladir does not retreive his weapon.
Sagar
1st April 2010, 02:41 PM
Map has Trask at D7, not C7, currently.
Edit scenes on your phone you will not. Hmmm?
Fixed.
Sagar
1st April 2010, 02:42 PM
Oh, and like powers do not stack.
Lycos
1st April 2010, 02:43 PM
Well, then in that case, my AP is used to cast:
Hallowed Spot (Divine, Implement, Zone) Close Burst 3, Target: Each Enemy in burst, +9 vs. Reflex (2d6 + 4)
Effect: The burst creates a zone of bright light. You and each ally within the zone gain a +1 power bonus to all defenses until the end of the encounter.
vs. reflex
Oni: Miss
Dopplegangers: 24
Ogre: 14
All party members have +1 to ALL DEFENSES.
Damage: 7
Done.
Lycos
1st April 2010, 02:51 PM
Oh, can I do one minor since I didn't get to grab my sword?
One Heart, One Mind (Daily) - Minor Action, (Divine) Close burst 6, You and your trusted allies form a telepathic bond. Targets: You and each ally in burst Effect: Until the end of the encounter, targets can communicate telepathically with each other out to a range of 20 squares, and your aid another actions give a +4 bonus instead of +2.
Sagar
1st April 2010, 03:25 PM
Not this turn. You attempted a minor. That counts.
Besides, you are too busy flying backwards through the air. :p
Lycos
1st April 2010, 04:01 PM
Darn. :D
DinbinFanfoom
1st April 2010, 04:53 PM
Brun will:
Brun moves to the Oni (move to H7) retrieving her axe on the way (minor).
She will unleash a Crushing Surge [L1]: +13 vs AC, 1d12+8, +7[con] THP on a hit (MP, Invigorating) on the Oni, marking him.
ATK: 19+13=32 (just used the existing roll)
DAM: 18
Shiz
1st April 2010, 05:29 PM
Brun will:
Brun end-runs (walks) around the half-ogre (move: taking an AoO) and gets in the Oni's face, bull rushing him. (standard: 19+8 STR=27 vs FOR)
Edit: If that pushes him off the pile (or if it doesn't) she'll retrieve her weapon (minor).
If you delayed, I might have pushed him for you. Not sure yet.
DinbinFanfoom
1st April 2010, 06:07 PM
If you delayed, I might have pushed him for you. Not sure yet.
OK, if you did, I reserve the right to edit my move.
Sagar
1st April 2010, 09:50 PM
For some reason, I thought Brunhilde had posted the she would wait. I thought that a very good idea. I was surprise Baladir didn't wait. I thought he was going to.
Staggering back, Baladir focuses and summons a hallowed spot. The sudden appearance damages the dopplegangers and the ogre (7 damage each). The light coalesces around the party giving +1 to all defenses
Trask pulls his symbol out and, focusing, calls forth a ball of radiant light that blasts forth. The ogre, oni and the girl are flung away and fall to the floor. The boy, sheltered by Caucus, evades the blast. The party gains resist 5 (sustain minor).
Trask then tosses a healing word at Amaril, "Be HEALED!" (+25 hp). Amaril is revived but still prone.
As a follow-up, the cleric sets up a shield of faith giving +2 to AC.
Sagar
1st April 2010, 10:01 PM
Brunhilde looks around at the carnage and gives Trask a salute. Then she strolls up and grabs her axe. Armed she....
Lycos
1st April 2010, 11:46 PM
For some reason, I thought Brunhilde had posted the she would wait. I thought that a very good idea. I was surprise Baladir didn't wait. I thought he was going to..
You read it in the tactics thread.
DinbinFanfoom
2nd April 2010, 07:37 AM
Yes, Brun waited. I just got my move ready in advance, with the option to modify if Trask succeeded (I thought his roll might have been low).
Edit: I've edited my move above, Sagar.
Sagar
2nd April 2010, 12:16 PM
Brun, if you want to grab your axe from the small pile of weapons as you move quickly by, you will need to make a reflex roll vs DC 15. If you want to stop and pick it up, no roll is required - but that ends your move. You can move again and then use your AP to attack.
DinbinFanfoom
2nd April 2010, 01:35 PM
Dex +6=22
Shiz
2nd April 2010, 02:34 PM
It might be worth it to toss Bal his weapon as you go by even if it mean losing an attack. You can move, stop, then charge, then AP.
Sagar
2nd April 2010, 11:20 PM
Brun leaps across the room towards the Oni. In one gracefully powerful move, she snatches her axe handle as she moves and, spinning, wheels it in a great arc that smashes hard into the oni (18 damage).
Amaril?
EricStratton
3rd April 2010, 01:23 PM
Amaril curses Dopple Boy (minor). Then he stands up (move) and casts Ethereal Stride (move) teleporting to B5 (and gaining +2 to all defenses until end of my next turn).
AP used
He casts Curse of the Dark Dream on Dopple Boy.
CotDD: 16+9 vs WIL
Dmg: 3d8+6+1d6+2d6 = 12+6+5 = 23 dmg and slide the Boy to I9 (unless the fireplace has a fire in it and sliding 3 can get the Boy into the fire then I'll do that).
Three 1s in a row.... At least they were rolled on damage.
Amaril will also activate his Mercurial Rod (daily, free) to add an additional 2d6 to the damage.
=====
Ethereal Stride:
Move, Encounter
You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn.
CotDD:
Daily
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier (+4) psychic damage, and you slide the target 3 squares.
Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends).
Mercurial Rod +2: +9 attack, 3d8+6 damage
Mercurial Rod:
Power (Daily): Free Action. Use this power when you deal your Warlock's Curse damage. Deal an additional two dice of damage, but after the attack, the target is no longer cursed by you. You can curse the target again normally. If this attack drops the target to 0 or fewer hit points, your pact boon triggers normally.
Sagar
3rd April 2010, 03:33 PM
Amaril curses the doppleboy from his prone position. He then stands and disappears - reappearing in the NW corner (B is wall. Only the wooden parts are floor). From there, he casts nefarious magics on the poor child, sliding him dangerously close to the fire (I9, there is a fire but it is in J and has a 18" hearth in front of it.) and, with a twist of his rod, puts a little english on the psychic damage (23). The boy grabs his head and screams.
The Oni shifts to the south of Brunhilde and exhales a hypnotic breath (close blast 6). The breath spreads throughout the room (Brun 23 vs Will 13+2, Fand 27 vs Will 18+2, Baladir 14 vs Will 18+2, Trask 25 vs Will 23+2, Amaril 28 vs Will 20+2). Brunhilde, Fandango, Trask and Amaril are dazed and very sleepy. (SE. Failed save = unconcious).
Using an action point, the Oni attacks Brunhilde with his morningstar (23+2 vs AC 19+2) but just clips her (1 damage) and she staggers back a step.
End of round:
http://www.primeaxiom.com/rpgt/scene.asp?ID=6g1p4hvoufl2ihspwbet6wkjfc82muituii6v ilxn9kmbj7iis89qsdq3miw7ng5
Sagar
3rd April 2010, 03:44 PM
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used30Boy Doppleganger30????-?27Girl Doppleganger45????-?25Fandango42/53019/90+2 Defenses, Dazed SE21Caucus Ogre0????-?20Brunhilde68/686113/130+2 AC, Defenses, Dazed SE18Baladir63/630014/140+2 defenses14Trask50/50018/82/2-+2 Defenses, Dazed SE13Amaril25/53018/90+2 Defenses, Dazed SE12Father Oni0????-?
Lycos
3rd April 2010, 03:56 PM
I'm confused. I hate to do this, but I need some clarity here.
+2 to everyone's AC from Shiz's shield
+1 to All Defenses from my spell, the bonus on my symbol does not add, right?
Did we remember Shiz's resist 5 on the hit to Brun? Just asking.
Amaril gets +2 to all defenses from his spell.
Sagar
3rd April 2010, 04:49 PM
Round 2:
At the Oni's command, the two dopplegangers skirt the dazed party members and flank Trask. They each attack the dazed cleric. The boy slashes hard (28+2 vs AC 20+2) hitting Trask and slicing into his arm (7 damage). The girl dances forward and stabs hard (25+2 vs AC +2), catching Trasks shoulder (9damage). Trask is not bloodied.
The boy fails his save (2) and is still under Amaril's spell.
Fandango...
Sagar
3rd April 2010, 04:55 PM
I'm confused. I hate to do this, but I need some clarity here.
+2 to everyone's AC from Shiz's shield
+1 to All Defenses from my spell, the bonus on my symbol does not add, right?
Did we remember Shiz's resist 5 on the hit to Brun? Just asking.
Amaril gets +2 to all defenses from his spell.
Sorry. I didn't remember what the will defense was so I just let it default to +2 since it didn't matter with the rolls we had.
I did forget about the resist 5 everyone has. Totally forgot about that.
Editing damages.
Shiz
3rd April 2010, 06:29 PM
Looking at the map as it is, a Close Blast 5 cannot hit Brunhilde and everyone else. The lower SE corner would be G7 and the blast would go NW from there. If the Oni tried to get Brunhilde, then only Brunhilde and Fandango would get hit. A Close Burst 5 would, but that is huge.
If a Close Blast 5:
If the Oni let cloose from I7, he would not reach Trask and Amaril.
If the Oni let loose from I8, he would miss column C again, Trask and Amaril.
This analysis is based on Brun at H6, Fandango at G5, Bal at E7, Trask at C7 and Amaril at C5.
I do not see a way for the Oni to hit the whole party. If Brun is hit, Trask and Amaril are not in the cloud. If Trask and Amaril are in the cloud, the Brun is not.
Also, does the power specifically ignore allies? Just hoping it doesn't.
Shiz
3rd April 2010, 06:42 PM
Trask Round 2:
Minor: sustain damage resistance for all
ST = 20
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