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Post by nodaisho on Jul 22, 2009 7:05:28 GMT 1
"Might just be me, but that don't exactly look like the cure to blinding sickness," Barrend says, "What did we get into?"
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Post by achinca on Jul 22, 2009 16:10:03 GMT 1
Alyana is puzzled at what is in the container. "Anyone has any idea what these are? Is this liquid containing something evil or magical?"
She is not sure how to proceed. DO they open a jar? What is they unleash the unlesahable? What if it is dragon honey?
OOC: I am open to use a spell or do skills check but I am not sure which ones.
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Post by Caledonian Achilles on Jul 23, 2009 20:22:42 GMT 1
Kerzeme thinks the jar contains arcane elements for some sort of ritual or formula to create a powerful spell or spell-like effect. He doesn't recognise the content though.
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Post by achinca on Jul 23, 2009 20:33:28 GMT 1
ALyana is disapointed by Kerzeme's findings. "So it is some kind of magical component. Not evil by itself. May we should go talk to a couple of elders to see what the reputation of the gnome is. IF we are going to get him the equipment, we need to make sure he is not necromancer"
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Post by Caledonian Achilles on Jul 26, 2009 10:40:02 GMT 1
Kurt sits down clutching his head for a few moments. The rogue decides to summarise what the party already knows
"So we are hired by Palorius to come to Icendia and pick up this crate and take it to the reclusive gnome Brightsprocket, who we know is a tinkerer and helps out the people of Icendia with their machines and gadgets. The townsfolk have hinted at the mysterious 'other one' so I'm guessing that Brightsprocket is also a mage, just like the Patron of Icendia.
This monster that is causing Terror in Icendia we know is not from Icendia but elsewhere. The Patron attacked the monster to drive it away so we can assume that it is not his creation otherwise he would protect it over the welfare of the people of Icendia - we know the Patron cares little for the people in the settlement and leaves them to manage their own affairs.
The monster was last seen heading northwards and the gnome lives in roughly that direction. We have to go that way to deliver these jars in any case. If the gnome is not party to this then at the least he is in danger of being a victim if the monster finds him.
So if we had to make a choice, our options are;
go home, fail to collect our expenses and lose some reputation
or go find Brightsprocket and deliver the jars, get our money and perhaps also uncover the mystery of the monster
Let's not stand here like imbeciles waiting for someone to change our nappies/diapers and feed us warm milk"
The half-orc looks to his friends and hopes they can come to some consensus of action.
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Post by Ilya on Jul 26, 2009 11:54:41 GMT 1
"Well, I do like the idea of warm milk..." Kerzeme jokes, while starting to move already. After taking few steps into the distance, he turns around, tells the others to "Come on, get moving, he's right!" and only another three or so steps further stops again to ask, "Wait, what direction is he in?"
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Post by achinca on Jul 27, 2009 16:15:51 GMT 1
Alyana follows KErseme "Now that we have the snow dogs and the sled, let's get there. If the weather gets too nasty, I have a spell up my sleeve. I will close the march."
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Post by Ilya on Jul 27, 2009 19:34:56 GMT 1
"I'm sure you do have a nice little cant- spell." Kerzeme answers, proving that one shouldn't speak with a belittling tone if one is over half a head shorter than the one he's talking to.
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Post by achinca on Jul 27, 2009 20:29:25 GMT 1
Alyana frowns at Kerzeme "Wizard (fully knowing he hates being called that), I am not sure if you are insulting me or making a pass at me but you were not so brash while Theo was trying to make out with you. You might definitively have the look but sadly you do not have the brain, which is typical of human males. ALthough I have heard .... she does not finishes her sentneces but blushes suddently....
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Post by She-Elf on Jul 28, 2009 10:39:54 GMT 1
Taliea raises an eyebrow at Alyana and Kerzeme. "Now now children, we'll have none of that, or am I going to have to separate you?" She laughs and begins to gather her belongings for the journey. We must be quick as Brightsprocket is in danger. There's no time to lose.
Do we have the dog sled already or did we just decide we were going to get one? this party seems to be short on detail so i'll assume one is arranged for you
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Post by Caledonian Achilles on Jul 28, 2009 12:22:37 GMT 1
Where: en route to Brightsprocket's tower, approaching the Eller Frostbridge, the Telterik Frozen Wastes. When; afternoon, 22nd day of Maitine, 3806EYM
The dog sled is essential for transporting goods in the icy landscape of Telterik. Somehow the adventurers manage to coax the animals to behave as wanted but the journey is still arduous.
The weather keeps clear thankfully and since leaving Icendia, there is no danger to speak of.
The group start to decend in to a hanging valley split apart by a deep crevasse. An icy structure spans the chasm. It looks as if fragments of steel stone and magic are keeping the slim bridge in place. There is no way forward other than across the Eller Frostbridge.
The dogs begin to prance. Their skittish behaviour punctuated with wide open eyes and frantic barking. Then a low moan drifts on the breeze, gathering crescendo to reach a piercing scream. It sounds a long way away but coming from behind the group
please post RP text above a horizontal line with G text beneath (clearly denoting any standard or move actions)
the frostbridge is about 300 yards away down a moderate incline. The dog sled had been easy to master without there being any distractons but now animal handling checks as per the rulebooks will be needed if you want to move the sled.
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Post by Ilya on Jul 28, 2009 23:31:19 GMT 1
Kerzeme heads forward, carelessly whistling a tune. His animal companion hangs off the cloth on his right shoulder, down onto the sorcerer's chest, a clear black spot on the bright clothing, and being actually more clever than its master, the little bat keeps its eyes, and, more importantly, ears open.
For Kerzeme: 30ft forward (he'd be in the middle of the group in the beginning) Limji: Spot: 1d20+8=7+8=15 Listen: 1d20+8=7+8=15 Interesting...
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Post by nodaisho on Jul 29, 2009 5:17:04 GMT 1
Barrend groans when he sees the bridge. "Ugh, I ain't trusting that bridge. Looks like a sneeze'd knock it down, an' us with it." When they hear the moan, he turns to meet it, what little of his face is visible past his beard showing worry. "Don't think that's the wind. I've got the rear, we making a run for it or standing?"
Barrend will take the farthest back position, and follow the group's lead otherwise. He'll also make a listen check to see if he can hear anything more than the moan. Move speed: 30 feet Listen: 1d20+10=25It occurs to me that the beast could be after what is in the crate. Rather than being Palorius' creation, it could be chasing after the jars that Palorius had taken from it or its master.
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Post by achinca on Jul 29, 2009 16:04:04 GMT 1
Alyana is focused on the noise coming. "If one of us if good enough to control the dogs and make them go over the bridge, let's do it. We will provide a delayed front here. If not, let's take then to the side while a group of us t ake the mosnter head on.
Kerzeme, you cold weaken it at distance with your spells while Kurt, Barend and I would attack him close.
Taliea can handle the dogs or try to with Theo's help."
She moves toward where the noise is coming, wanting to create a delayng fron to allow the cargo to go through if possible.
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Post by She-Elf on Jul 31, 2009 16:27:54 GMT 1
Taliea shrugs, "I'm afraid I can't handle the dogs alone, it looks like we might have to take this thing head on, then cross the bridge".
Taliea has no ranks in Handle Animal, so can't help out there. (The rulebooks say (or at least mine do); Untrained If you have no ranks in Handle Animal, you can use a Charisma check to handle and push domestic animals, but you can’t teach, rear, or train animals. So as these are domesticated sled dogs you could use a CHA check to order them about, but you can't take 10)For now she move out towards where the sound came from and attack with her bow til the creature comes closer. Spot 1d20+6=7
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