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Since the orcs seem harmless, Taribo moves a few steps closer to them.
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Taking a move action, moving to EB13
He thinks perhaps the orcs did not understand him properly. "U here for long? Yes? Why u here? What u do here?" he points at himself "Me... Taribo." and then at the orc in the middle "You?"
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To the Dungeonmasters in my games: Having lots of work stress recently, feel free to move games on if I don't respond within 24 hours.
Coming to think of it... I'm a sorcerer, I've got charisma! I'd like to add a diplomacy roll to that. I'll roll it myself since its not on your list of skills that you will roll (I suppose thats because the results of a good/bad diplomacy roll are obvious anyways). Diplomacy - (1d20+3)[5]
/Edit: Hmpf, so much about that.
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To the Dungeonmasters in my games: Having lots of work stress recently, feel free to move games on if I don't respond within 24 hours.
As per the OOC thread, again my appoligies for holding up the game for so long.
Please ignore Fredric's action to toss the flask as he was nowhere near within range.
He shall make his above speech, finishing with wishing the orcs their good health before making a double move action to EH-19, south around the corner.
Darmok cringed at Taribo's words. There ddin't seem to be anything in the walls, so he picked up his crossbow again. If the orcs hadn't been agressive before, they would be now.
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Notable and Quotable:
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Quote:
Originally Posted by BladeofOblivion
A NE Character with Perform (Sing and Dance).
That alone pretty much narrows it down to an Evil Bard or a Disney Character.
Quote:
Originally Posted by Asta Kask
Clearly the solution to everything is to binge on Girlscout cookies.
Kulkav shrugs, awaiting the results from the rogue, and turning his attention to ensuring that the more closely-approaching Taribo doesn't get singled out by the sullen orcs.
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My Unitarian Jihad name is Brother Rail Gun of Sweet Reason. Get yours!
Thanks to Cealocanth and PersonalSavior for my avatars!
Taribo stops dead in his tracks. "Do what?... wait, what is that thing in ur plegm?"
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To the Dungeonmasters in my games: Having lots of work stress recently, feel free to move games on if I don't respond within 24 hours.
He looks concerned for the Orc now... and it seems too sick to be dangerous. "Uh, so what exactly where you looking for?"
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To the Dungeonmasters in my games: Having lots of work stress recently, feel free to move games on if I don't respond within 24 hours.
HealSkill - (1d20+1)[10] KnowledgeArcana - (1d20+1)[2] don't have any skillpoints in this, so I can't get a result over 10. KnowledgeHealing - (1d20+1)[4] same thing here.
"Hmm, let me see..." Taribo steps closer, carefully lifting the worm up with his dagger. "Better not to touch it, I guess."
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To the Dungeonmasters in my games: Having lots of work stress recently, feel free to move games on if I don't respond within 24 hours.
'Lungworm' is a parasite that is carried by a variety of creatures. If detected in it's early stages, there are numerous basic medicines which may successfully treat it. If left to later stages, however, it is nearly always fatal.
The larva enter a victim's bloodstream through various means, the most common of which is a bite from a carrier. They then worm and eat their way into the victim's lungs and begin to multiply, spreading through the whole of the victim's body, eventually consuming them from the inside out. (though most victims are long dead before this occurs.). Hundreds of larvae may be passed in a single bite, and it is only in the latest stages of infection that they grow large enough to be seen.
Initial symptoms include weariness and fever, these worsen over the course of several days. Weakness, violent coughing, and diffeculty breathing are all late stage events. At this point, only Divine or magical means are capable of curing the condition.
The ork you spoke with was clearly a carrier. As you approach closer, it's clear the other two orks have been dead for some time, perhaps of the same condition, but it's difficult to say.
Certainly, they did not die violently. Though it is also clear that all three had recently seen battle. All possess numerous cuts, scratches, bites, and bound wounds, but none of life threatening severity.
"Hmmm" he exames the small worm closely, as it wiggles on the dagger. "Looks like lungworm. Thats a small parasite that usually enters the victims bloodstream by bites or such, and seeing how this guy is pretty scratched up... we can assume that that was the reason of his death. Actually lungworm is pretty easy to cure, but doesn't look like those guys had any knowledge of basic medicine. And it doesnt look like the other two guys got killed in fight, or what do you think?" with that he drops the lungworm on the ground again and steps on it.
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To the Dungeonmasters in my games: Having lots of work stress recently, feel free to move games on if I don't respond within 24 hours.
"If they were, it was by some magical trick, instead of proper violence. ...It seems that the dungeon ahead will be a place of such things, with perhaps some normal combat thrown in. Shall we press on?"
Indicating his own opinion on the matter, he lifts himself up, and walks toward the next door, weapon ready and eyes alert for any surprises.
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My Unitarian Jihad name is Brother Rail Gun of Sweet Reason. Get yours!
Thanks to Cealocanth and PersonalSavior for my avatars!
"I think we should... but perhaps those Orcs had anything that may be of any use to us with them. It may make the difference between life and death in here. However, if they'll have nothing of use to us, let us go on." with those words his little hands slip into the Orcs pockets.
Spoiler
Search - (1d20+1)[21]
If Taribo finds nothing, he'll follow Kulkav to the next room right away.
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To the Dungeonmasters in my games: Having lots of work stress recently, feel free to move games on if I don't respond within 24 hours.
Taribo takes a moment to loot the corpses:
(spoilered for space)
Spoiler
The Orks were reasonably well equipped for their venture into this dungeon... if gear tells a story, all three were competent combatents and were equipped as such. All of them wore study, studded leather chestplates. The ork you spoke with had a great axe laying at his side, along with a hand axe in his belt, and a dagger in his boot. Of the two already dead orks, the first had a spiked shield strapped to his back, a battle axe at his feet, and a dagger in his belt, and the other, a belt of throwing knives over his shoulder, and a set of lockpicks between his fingers.
They ran into health trouble, well before they ran short of supplies, as well. Each carried 7 days of rations, and a skin full of water, along with flint and steel, and even a few tinter-twigs, presumably for firestarting. They don't possess torches, or any other light source.
The haul all togather:
1 great axe
1 battle axe
1 hand axe
1 spiked shield
8 daggers (6 in the knife belt, 1 on each of the other two orks)
1 set of thieves tools
21 days various rations
8 tinder-twigs
3 gallons water
3 flint and steel
3 studded leather chestplates
For Taribo:
Spoiler
As you root around recently deceased bodies, make a Fortitude save against catching whatever they died of.
Turning his attention down the southern corridor, the cold light of Kulkov's everburning torch flickers coldly off the unadorned flagstone, reveiling three doors.
Spoiler
Again, my maps are not nearly as awesome as Archwizards, and again you have my apologies. Characters and NPCs will be noted by their first initial (i.e. 'K' for Kulkov, 'O' for Ork) movement shall be described as "3 steps down, 2 steps left" (or whatever)as I don't have the cool grid alpha numeric thing going on. The resolution sucks, I am sorry. :-(. So without further adiu,
Taribo spreads the Orcs equipment on the floor. "They certainly were well equipped. You got a use for any of that? I suppose having a few extra rations never hurt..."
Spoiler
If anyone besides Sucrose is still with me and Mr.X, now its time to speak up and claim your share.
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To the Dungeonmasters in my games: Having lots of work stress recently, feel free to move games on if I don't respond within 24 hours.
"The tinder-twigs are going to be of considerable use as well. One never knows when starting a fire will become necessary. The smaller weapons could be useful if we need to strike at something just beyond our reach, and the larger ones in case our present weapons are destroyed."
For a man-dragon who spoke so compassionately of the happy hunting grounds, he's surprisingly pragmatic.
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My Unitarian Jihad name is Brother Rail Gun of Sweet Reason. Get yours!
Thanks to Cealocanth and PersonalSavior for my avatars!
"Indeed, an extra knife or two can never hurt, and the additional supplies are very welcome, provided they are not tainted..." Fredric eyes the belt of knives, "Sadly, however, I haven't the framework to carry any more than I already am. Perhaps arranging a cache would be in order."
"I agree with both of you. I suppose I can carry a few more rations and a few tinder-twigs, but those daggers are too large for me." He takes 5 of the rations, 3 of the tinder-twigs and one of the waterskins and then stuffs the tinder-twigs into his beltpouch and the waterskins and rations into his backpack. "I wouldn't know where to place a cache, doesn't seem like there are a lot of good places to hide stuff in here... perhaps we should bring as much as possible with us until we find a good spot." he scratches his goatee for a short moment in thought before he opens his backpack again. "I could probably carry everything but the greataxe and the armor."
Spoiler
Small size waterskins and trail rations are 1/4 the weight of normal ones, so I'll just enter them multiplied by 4 in my charsheet (= 4 waterskins, 20 trail-rations)
Weight after adding rations & water: 31,9 lbs | max weight: 67,5 lbs
+3 handaxe +6 battleaxe +8 daggers +15 (only +10 if wooden) shield
= 58,9 - 63,9 lbs
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To the Dungeonmasters in my games: Having lots of work stress recently, feel free to move games on if I don't respond within 24 hours.
Fredric and Taribo fall in behind Kulkov as he approaches the door.
Hinges which have not turned in centuries screach horribly, echoing off the cavernous walls, and within the party hears the scrabbling scratching of rodents fleeing the peircing light of their torches.
The room beyond is barren, but for dust and rat trails.
Not seeing any doors from his position, he moves to Frederics other side so he seems more of the room... until he sees the door. "Another door. Naturally. Let us go on on, perhaps there is something of interest hidden behind this one, at least." Taribo says with a smirk.
Spoiler
By the way, no worries about ur maps... they'll work just fine. And nobody I know has been able to figure out the maptools tool yet, lol.
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To the Dungeonmasters in my games: Having lots of work stress recently, feel free to move games on if I don't respond within 24 hours.
The northern room is smaller, and shows signs of having once been habited. Tapestries hang from the walls in such ruins that it is a wonder they are there at all, and a pile of rotted wood which might once have been a bookshelf occupies the north-eastern corner, along with other bits and peices of ancient garbage.
In many places, the mortar between the flagstones of the floor and walls is chipped and crumbling away, likely due to the passage of rats.
Again, the party is aware of the scratching and squeeking of rats somewhere within the walls.
A further door stands in the North-West corner of the room.
Spoiler
The Map: (And thanks for the vote of confidence. I was suffering from severe map-envy. That, and they actually do look a lot better here than they do in MS paint. :-)
Malthos (whom everyone has only just remembered exists) attempts to open the door.
Spoiler
Move action to approach door
Standard action to attempt strength check to open door: (1d20)[19]
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Quote:
Originally Posted by inuyasha
Master I think you are a psychotic genius
Avatar by Cuthalion
Playing:
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Malthos the Seer, the vengeful, power-hungry, somewhat self-loathing Shaman- "World's Largest Dungeon"
Claudius Derkin, the Beguiler who's at best quite silly and at worst downright insane- "The Burden of Fire"
As Malthos leads the party through the next room, Kulkov's and Taribo's everburning torches suddenly flicker and go out, plunging the room into absolute darkness.
For Kulkov:
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A weight slams into your head, knocking you off balance as rubbery feelers wrap themselves around your throat and begin to squeeze...
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Monster attacks: (1d20+5)[23]
damage: (1d4+4)[8]
If attack connects, free action to grapple: (1d20)[14]
Kulkov, to resist the grapple, roll 1d20+Base Attack Bonus+Strength Bonus+0(size modifier) DC=Monster's grapple roll. If you fail, take additional (1d4+4)[8] damage.
You do have time to shout for help if you so wish, or pull a trick. You get a partial action before initiative starts.
Everybody: Please roll Initiative.
The updated map:
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EDIT: Oh, also, Active effects
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Magical Darkness, spell lv 5. Darkens all light sources. Magical light sources of equal or lower level are also darkened. Darkvision doesn't help, sorry. All sighted creatures recieve a 20% miss chance to all attacks. Roll 1d10 along with any attacks you make. on a 1 or 2, the attack misses regardless of your roll... Except natural 20s.
At Kulkov: Wow, I'm sorry about those rolls. You ought to be able to break the grapple though... And if not, we just got a healer. :-)