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Post by Caledonian Achilles on May 28, 2009 17:12:11 GMT 1
Being NPCed by the DM
Alyanna wanders a little around the vicinity of the pass looking for more tracks. She notices that the earlier tracks are seen again on a far off ridge much lower down. "Look there!" she gesticulates. "These beasts that cause your manhoods to shrivel are moving away. We should proceed as they are not a threat unless we stay here."
The sherpas feel more reassured by these findings, and the adventurers sense that they have almost won them over
spot = 24 (success!)
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Post by She-Elf on May 28, 2009 20:20:39 GMT 1
Taliea hides a giggle at Alyana's remark, and quickly adds; "She's right, the longer we stand around we're only more likely to put ourselves in danger, we have to keep moving!"
I'll take advantage of that +2 on Diplomacy then Diplomacy: 1d20+2=14
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Post by nodaisho on May 29, 2009 6:40:34 GMT 1
Barrend attempts to cajole them into listening to Taliea, saying "I don't know about the rest of you, but I'm getting a bit chilly out here, the sooner we get to town, the sooner we warm up," but it doesn't quite seem to resonate with the sherpas, maybe they like the cold.
diplomacy aid another: 1d20-2=6 DM edit; you need 10+ to succeed with aid another, therefore Taliea fails to get DC15 to gain a skill success.
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Post by Caledonian Achilles on May 29, 2009 13:37:41 GMT 1
Theo in absentia Kerzeme and Taliea's attempts to assuage the sherpas primitive instincts are resounding failures although Alyanna's sharp-eyed revelations have helped somewhat. Theo realising he has someoratory prowess takes Feik aside with a conspiratorial arm around the shoulder.
"Aaa-a-a-chooo! Sorry ol' boy! The mountain air must be tickling my senses!
Now look here Feik! you're a solid chap. i can see you're a leader of ..um.... men. If you turn back what will they think back at Hoarbrim, eh? If you carry on, and with a bunch of beefy adventurers to guard your back, then think of the praise? They'll respect that!"
diplomacy +4 = 23 (success!)
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Post by Caledonian Achilles on May 29, 2009 13:40:39 GMT 1
Scene One; 'An Impasse in the pass' Round 4 When; 10th hour, 20th day of Maitine, 3806EYM Where; Daggerpoint Pass, en route from Hoarbrim to Icendia
The efforts of Alyanna and Theo seem to have almost convinced the sherpas to continue. The adventurers can sense that the situaton is on a knife-edge, much like the alpine ridges around them, with the final decision going either way
current tally 9/12 success, 2/3 failure DM advice; you probably want the person with the best diplomacy skill doing the check and everyone else helping!
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Post by Ilya on May 31, 2009 18:24:57 GMT 1
"I really, really don't like having to tell you guys this," the sorceror produced his wand, and aimed at whoever looked like he was the most careful one, "But I can help you see the future too. Without proper training, though, the spell might not work."
Bluff roll: 1d20+9=11+9=20 Do I have to roll attack? I mean, if he believes that, he would be willing to have that spell cast on him? DM edit; you could just cast the spell on him, no attack roll needed but he gets a saving throw as an unwilling target. normally only NPCs with a friendly or better attitude are gullible happy for players to cast any old spell on them. currently the sherpas are not yet ready to take risks for a bunch of strange strangers, although winning the skill challenge will attain that goal.
The mountain men begin to think that carrying ahead with such a powerful magician would not be such a bad thing, especially one who can see the future.
successes 10/12, +2 bonus on next primary skill check
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Post by puffthemagicdragon on May 31, 2009 21:14:27 GMT 1
Thoroughly cold, frustrated, and starting to get upset, Theo speaks up alot louder than normal, " Cccan we get on with this. I'm tttired and cccold. We could have been there bbby now if we didn't have to tttalk certain people into carrying on with this mission. This is unbelievable, I can't believe we have to talk grown mmmen into finishing a started tttask. ACHOO! And I'm getting sssicker just trying to help out. Just pppoint me in the correct dddirection, I'll finish this trek!!" he says with a stern loud voice, stairing at Feik. "And you call yourself a llleader of men? When we're fffinished, one of your fffolk songs you sing late into the night will be about ththis." He wipes his nose and it's apparent by his posture, he's waiting for an answer.
roll: 1d20=9 diplomacy is +4, bluff is 0
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Post by Caledonian Achilles on May 31, 2009 22:53:24 GMT 1
Alyanna back up the wizard. She stands next to him and says, "yes, that is right you pathetic excuses for men! If this little weakling is brave enough to go ahead and you want to turn back then the songs they sing will be truly awful, much like the noises my half-orc friend makes in his sleep! Look around. Can you actually see anything dangerous out there other than the tracks of a couple of wandering bears?"
She looks around for more clues to any hidden dangers.
air another spot+6 = 11 successful. alyanna grants a +2 bonus to the next spot check Theo gained +2 on his diplomacy* from Kerzeme = 13+2 = 15 skill success too!
Current tally successes 11/12, failures 2/3
could go either way and it looks like its all down to Taliea!
* you can only do one skill per round and your forceful diplomacy is very much in character and amusing! Theo gains +1 action point (see house rules; they can be spent for a bonus effect of the DM's choosing)
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Post by puffthemagicdragon on Jun 1, 2009 14:06:01 GMT 1
Theodorre looks at the Sherpas, and after receiving no response in return, not even a point in the right direction, the bundled-up half elf walks off about twenty paces away, in the opposite directions of the tracks they have been making. He stares off into the distance, looking for any sign of anything that could desigante something man-made. As he stand motionless, staring, a bundle of brown furs leaps from where Theo was standing, towards where he stands now. The bundle of brown fur leaps and covers a distance of about two feet before landing in the soft powdery snow, and leaps again. Once the creaure is halfway between the group and it's master, Theo, it stops, stands erect and looks at it's master. Koda, as the group of mercenaries have come to know, seems to sense his master's frustration, for then it turns back to the group of heroes and sherpas and starts chattering for what seems at least fifteen seconds. If anyone pays attention to the loud chattering, it's almost as if Koda is mimicing what his master is thinking. When finished, the weasel turns and quickly makes a few large bounds, ending in the outstretched open palm of Theo, where he then shakes off all the snow from his soft coat, just before jumping back to the safety of his already open pouch, hanging off Theo's shoulder. "ACHOO !!"
1d20=16 just in case Koda gets a check, dont know if he gets any modifiers, but that's a d*mn good roll. OOC: Am i missing sometihng, where exactly are we going and WHY? Kurt waits until Theo is sober before explaining that for 1000gp in total split amongst the party members, they have to pick up some cargo from a warehouse in the settlement of Icendia in the arctic wilds of Telterik and take it to the laboratory of Lorran Brightsprocket located about 10miles away and return to the merchant Palorius in the City of Tencarters for payment. An airship will take them to Hoarbrim (within 2 miles of Icendia), then a team of sherpas will help the party in the 4 mile trek over a mountain pass to get to Icendia. Dog-sleds will help with taking the cargo to Brightsprocket 10 miles away. Return travel mirrors the outbound journey. Palorius has made all the travel arrangements and hopes you can leave within 48 hours. see the new house rule on non-combat skill encounters by CLICKING HEREOBJECTIVE; convince the sherpas to head on and not turn backDIFFICULTY; 12 skill successes before 3 skill failures PRIMARY SKILLS; Diplomacy - win over the sherpas Intimidate - bully the sherpas (might be a hidden consequence) Knowledge nature - demonstrate your superior expertise to reassure Spot - find signs of danger or the absence of threats Bluff - grants a +2/-2 modifier on any of the other three primary skills. [addendum] this bonus applies to the next appropriate skill check unless otherwise statedYou can use any non-primary skill but only once and if you can give me a good reason! please note that you do not just make ONE skill check then get an answer. you only get a response based on the cumulative successes (or failures) during the whole skill challenge. the sherpas are carrying your gear. if they turn back you'll have to carry it all yourself. the path is straightforward so you dont really need them but the sherpas will steer you around hazards and dangers and make the trip safer. the skill challenge is almost over depending on Taliea's actions so you can relax that the next two encounters are combat orientated i think you should also read the 'house rules' for info about skill challenges. animal familiars allow you to use their skills for making checks in some circumstances. as everyone has to act in a round, i'll have to wait for she-elf to finish the current round. mathmatically the skill challenge will likely end after her action. skill challenges are a good opportunity for the non-combat characters to shine in the game.
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Post by She-Elf on Jun 1, 2009 20:20:39 GMT 1
"She's right - the only sign of danger we've seen is the bear tracks and they're hours ahead of us. I think the only other danger I foresee is that we'll all freeze to death if we keep standing here". Taliea takes one more look around to make sure, and beckons the group to follow her.
Spot 1d20+6+2=20 (success) skill challenge objective passed creative use of RPing ; Taliea gains +1 action point
The sharp-eyed ranger is able to illustrate that at the moment the sherpas are under no threat and Feik eventually orders his men to pick up the gear and get back in to formation. The mountain men grumble at first but quickly fall in to line and head off in to the crisp alpine pass
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Post by Caledonian Achilles on Jun 1, 2009 21:40:17 GMT 1
When; 11th hour, 20th day of Maitine, 3806EYM Where; Daggerpoint Pass, en route from Hoarbrim to Icendia
The pristine white landscape is marred by the overturned snow and violent evidence of the fatal demise of two blizzard bears. Crimson gore is sprayed in a large area and one large carcass lies tossed in to a snow bank like a child's doll.
The sherpas discover this gruesome scene and fall praying to their gods with terror. Feik is visibly white "What could have done this to two blizzard bears!" The elderly man turns to Kerzeme "Did you foresee this? Will our fates be the same?" What was once a proud and stoic man resembles a frightened quivering child
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Post by Ilya on Jun 1, 2009 22:40:43 GMT 1
"Uhh...Yes. I mean, no, of course not!" Kerzeme is a bit worried at first that his lie could be exposed, but then says, "Not in detail, no. I could see that we were not in direct danger, as long as nobody among you does something unexpected, but you're not going to have problems with these things, that's certain."
One of the many bluff rolls I'm about to make: 1d20+9=20+9=29 pass. the sherpas believe you
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Post by She-Elf on Jun 2, 2009 19:42:39 GMT 1
"Well I guess we don't have to worry about the blizzard bears anymore," Taliea says, taking care to keep her voice low as she knows such a statement will not be of much comfort to the Sherpas. She looks around to see if she can spot the ones who carried out the attack, then moves closer to the corpses to gather more information. Remembering Feik's previous success as a tracker, she invites him to join her. "Feik, pull yourself together and let's have a look what we can learn from the bodies," she says sternly.
Take 10 on both rolls please
Spot+6=16 Search+5=15
She's looking for details such as how old the wounds are, how they might have been caused, any tracks near the bodies etc.
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Post by puffthemagicdragon on Jun 2, 2009 20:01:43 GMT 1
Before Kerzeme reacts:As the sherpas fall to the ground praying like babbling idiots, Theodorre looks to Kerzeme, "Yes great sorceror, what is to become of us? Do you have a crystal ball to look into?" he asks with a smile. As he speaks he fumbles around in his component pouch. He pulls out a piece of cured leather and quickly, quietly, recites a spell, thinking it coldn't hurt and possibly protect him until they reach their destination.
free: smart off with Kerzeme, move: grab material component standard: cast mage armor HP: 34 AC: 18 He's feeling a little jittery i guess!!
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Post by Caledonian Achilles on Jun 2, 2009 21:03:20 GMT 1
When; 10 minutes after the 11th hour, 20th day of Maitine, 3806EYM Where; Daggerpoint Pass, en route from Hoarbrim to Icendia
The ranger goes to inspect the rent bear bodies, a strenuous trek ploughing through the snow drifts to inspect the various pieces.
Whatever did this managed to rip the bodies apart and toss them like toys. The snow is churned up and it looks like something the size of a house has moved downhill heading for some cliffs.
Taliea can't fathom anything more from her current skill checks. Theo casts his spell Kerzeme manages to convince the sherpas he is telling the truth
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