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Thread: Machines of War

  1. - Top - End - #121
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    Default Re: Machines of War

    Heal on the orc
    (1d20+3)[4]
    I will give the other ranger a potion of cure light wounds. It won't bring him up to full HP, but it should stabalize him.
    (1d8)[6]

  2. - Top - End - #122
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    A little color returns to the ranger's face, and his breathing comes easier. The same cannot be said for the orc. His breathing is rapid and irregular, and he just vomited. Luckily you were giving the ranger a potion at the time, and he didn't get any on you.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  3. - Top - End - #123
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    Ask the other ranger if he can do anything to stabilize the orc enough that we can get some info out of him. If he can't or won't, then I will put the orc out of his misery.

  4. - Top - End - #124
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    Bleary eyed but stable and awake, the ranger assesses the orc's wounds, reaches into a bag, and applies some salve and bandages to the orc's wounds.heal check - (1d20+8)[25]

    His breathing is now regular, but he is still unconscious. Although showing obvious distaste for the orc, he sees the sense in taking him alive. You came back. He says, not a little reproachful. He then begins checking for life in the other bodies strewn about the floor, and reverently closing the eyes of those already departed.

    His name is Leriond. You remember meeting him a few days ago.
    Last edited by madtinker; 2011-11-26 at 02:57 PM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  5. - Top - End - #125
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    Wait for him to finish with the others. Then ask him what happened and if he knows where Jasters love interest (we can call her Ellenora) was or is. While Leriond does his thing Jaster will look for more torches and keep an eye on the orc as much as possible.
    BTW, did Jaster manage to recover any more HP yet, and how many?

  6. - Top - End - #126
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    From d20srd.com:
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    Natural Healing
    With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.

    If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.


    The orcs just started flooding in through the door. We couldn't stop them. They tried to destroy the stairs to keep them from ascending higher, but they just climbed around. I was down here trying to make a dent in their numbers, but as you can see, there wasn't much we could do. You were coming back from a patrol and got ambushed as you stepped inside. I tried to call out, but you turned tail and abandoned us. Maybe you thought we were already dead.

    He steadies himself against the wall, holding his head in one hand, and blinks a few times to regain his balance.

    Ellenora...I...don't know. I didn't know anyone by that name. These bodies he indicates with a hand motion are male.
    Last edited by madtinker; 2011-11-26 at 03:29 PM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  7. - Top - End - #127
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    DM only
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    ability scores for Leriond
    (4d6b3)[12]
    (4d6b3)[7]
    (4d6b3)[14]
    (4d6b3)[11]
    (4d6b3)[17]
    (4d6b3)[12]
    (4d6b3)[10]
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  8. - Top - End - #128
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    Yes I thought you were all dead, and didn't see a point in joining you. It seems the orcs are gone for now, but we have hobgoblins outside. Lets learn all we can from the orc when he wakes up. The orcs and us have had a fairly healthy respect for years, so something must have happened to get them to attack in force. I want to find out what that is. Now lets get he and us inside and recover from our wounds. There are supplies for days here.

  9. - Top - End - #129
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    Make a spot check.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  10. - Top - End - #130

  11. - Top - End - #131
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    You notice nothing unusual. Leriond nods in a subdued way and together you lower his body down into the hidey hole.

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    I like to put this here sometimes just to keep him on his toes.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  12. - Top - End - #132
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    Before we light a torch I try to make sure that no light can escape through cracks in the door. Then I make sure the prisoner is gagged and start looking through the potions and see what we have.

  13. - Top - End - #133
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    You successfully stop up all cracks in the trapdoor. Make a use rope check. The potions bottles are old and fragile. The labels are peeling and unreadable.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  14. - Top - End - #134
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    Use rope:
    (1d20+4)[5]
    Can I use my Craft Alchemy skill to help me figure them out, or at least tell which ones are dangerous for consumption?

  15. - Top - End - #135
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    You can make a spellcraft check, with a +2 bonus if you have five ranks in alchemy.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  16. - Top - End - #136
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    I think you have to actually have ranks in spellcraft to use it. Right now I would be best off throwing bottles at enemies and hoping they have bad stuff in them. I will ask Leriond if he can figure them out. He might have been given a more recent briefing on them as well.
    Jaster really wants that orc to wake up soon so he can question him and then figure out whether he is useful enough to keep around or simply kill.

  17. - Top - End - #137
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    Leriond shakes his head. Didn't even know about this room, but those potions look too old to be any good.

    After ten or twelve hours the orc does finally wake up.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  18. - Top - End - #138
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    Jaster explains to the orc very simply that he has been captured and explains that whether the orc keeps on living, dies quickly, or if he dies extremely painfully with no ability to shout depends on whether he cooperates. None of Jasters threats are bluffs.
    So why did they attack, especially in daylight?
    Did someone hire them?
    If so, who it was?
    If there was anybody strange visit their chief lately?
    Where does his tribe live?
    If he is cooperative Jaster will still be using sense motive checks for lying:
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    (1d20+7)[16]
    (1d20+7)[17]
    (1d20+7)[16]
    (1d20+7)[25]
    (1d20+7)[23]

  19. - Top - End - #139
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    Make an intimidate check.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  20. - Top - End - #140
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    okay, it is hard to intimidate when you don't have ranks in it.
    (1d20+1)[14]

  21. - Top - End - #141
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    resist intimidate - (1d20+1)[11]


    Though perhaps a fierce warrior, this orc doesn't want to die.

    Chief say so we must kill yous. Little hairy mans come, pay chief much gold, he say, yous killin da rangers. Dey not have guard when sun high in sky. Our village, other side mountain. We hides in caves. Yous not find us.
    Last edited by madtinker; 2011-11-26 at 06:16 PM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  22. - Top - End - #142
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    Well I see you are willing to be reasonable. Now how would I be able to meet with your chief without having to kill everybody between the chief and I?
    sense motive
    [roll]1d20+7[/roll] (25)

    * post roll count doesn't match database

  23. - Top - End - #143
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    Yous not meet chief. He no talky talk with yous.
    Quote Originally Posted by The Giant
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  24. - Top - End - #144
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    Well what would get his attention so that he would want to talk to me?

  25. - Top - End - #145
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    Grog eyes you up and down. Chief no speak wit you. I no trust. Chief no trust.
    Quote Originally Posted by The Giant
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  26. - Top - End - #146
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    Three things occur to me to do. First, I kill you right here right now. Second when we leave, we leave you here and you hope that whoever finds you will have mercy on you and take you back to your tribe. Third, I meet with your chief, he gives me everything he knows about who hired him and we tell your tribe where you are. Unless you know where I can find the little hairy mans. Tell me that and I will get a message to your tribe, without killing any more of you.
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    intimidate
    (1d20+1)[5]
    sense motive:
    (1d20+7)[11]

  27. - Top - End - #147
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    level check (1d20+1)[5] if succesful, bluff(1d20-2)[2]


    No, I no trust yous. I not lead to village. Yous not speak chief.

    Further intimidation attempts won't get you anywhere.
    Last edited by madtinker; 2011-11-28 at 03:46 PM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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    Show

  28. - Top - End - #148
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    Speaking in elven"Leriond, do you have any idea who these little hairy mans might be?" Indicating Grog "Do you have any objections to killing him?"

    I know he has broken bones. Which ones?

  29. - Top - End - #149
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    None. None of the orcs who attacked us could be described as little. As for killing him, the sooner the better. I'm not tending to his injuries any longer if he won't help us.

    Ribs, collarbone, and arms.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  30. - Top - End - #150
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    Drawing his dagger Last chance to give me something useful..
    If Grog won't say anything, Jaster gags him and gets him to get himself up the stairs, then kills him outside.
    use rope:
    (1d20+4)[23]

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