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Original Fantasy Before the final chapter, there is a beginning, a start, an adjustment period. For fantasy, this is it.

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  #91 (permalink)  
Old 04-06-2010, 09:52 PM
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((That's not going to do me any favours!))
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  #92 (permalink)  
Old 04-08-2010, 10:10 AM
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Mynic: You find a good hiding spot (stealth:19 if anyone bothers to look up....probably not going to happen) and start making some rounds. You come across several looked doors (especially when close to Lord Skuul's area) but you make it into enough to get a clue of conditions around the castle; Its crowded. Almost every room you enter has 4 to 6 people in it....and those are the small rooms. High ranking courtiers that 'should' have 2 or 3 rooms to themselves are are in the larger suites sharing with three others and their families. There is almost always someone in the room, just by laws of averages. They seem to accept your excuses, and you are directed to several infestations that you should take care of....

You glean a little more information, just over hearing things, It sounds like there is going to be a meeting of some sort, a private meeting of the dukes and a few advisers. It will relate to a search for something (and here the rumours speculate) either seeking a traitor or mounting an expedition into the desert or any number of other things. One of the rooms you check is the room of one the advisors of lord Werk, proud that he's been invited to the meeting.

Other than that and some rumours that mean little to you since you don't care who slept with who's sister (or do you?). There is very little obviously lying around rooms. Precious commodities (be they property or knowlege) seem to be hidden well in the cramped quarters.

Mottul: Your diplomacy pretty much ensures you didn't make any friends today, even your promise of reward doesn't seem to soften Handsome Dan's opinion of you, though frank doesn't hesitate to down the potion. Fortunately actions speak louder than words, and you've earned your answers the hard way.
"You mean the grave men." Dan says. "The come from the grave yards. Not the rich people's grave yards, but our graveyards. The water wall, boot burrows, even the drowning pond. (history/streetwise:success, these sound like common names of places wear the poor bury their dead. The water wall is probably a portion of the wall near the water...a place with plenty of bare soil, boot borrow is probably a partially underground area, a cave or sewers. The drowning pond sounds like a place criminals dump bodies, probably a secluded bay off the river) We've seen them come up, right out of the ground, with their carts empty, and return with bodies tonight. They've been coming and going for a while now, but this is the first time so many of them come." he shrugs "they don't cause much trouble here, but then they've probably never seen anyone here, we know what to hide from, and they're something to hide from!"

Getting directions to any of the three 'graveyards' is as simple as asking, so if you want to know, you know.
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Old 04-11-2010, 08:00 PM
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"Too cold for a swim," Möttul begins, "an' it rusts the gear. Point me to the Boot Burrows, and when I come back at sunrise we'll square up."

With little else worth saying, I get the directions necessary and back my way out the door, unwilling to turn my back to someone who will gladly stab it. Letting Max guide me as best he can based off the directions, it shouldn't be too difficult to get there in short order. A quick survey of the area, both to look for sentinels as well as to determine if there's anyone coming, is the first item on the agenda. If things look clearly defined, then it is but a few footsteps into the mouth of hell.
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Old 04-20-2010, 04:04 AM
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4 Dice Rolls
 Description
Dice
Result
Random Lord
1d4
4
Roll 3
1d20
3
Roll 2
1d20
20
Roll 1
1d20
16
Mynic waits in the room of Werks adviser. If the adviser is in the room, or when the adviser returns, Mynic takes on the roll of the "service" maid. While "servicing", Mynic tries to get the advisor to speak of the meeting. Whether it has/will take(n) place, what it is about, where it has/will happen...ect.

If the meeting has already taken place, Mynic delves for more information. If the meeting has not happened, Mynic will handle the Adviser so that he may act in his place.

If the adviser becomes angry or violent when being questioned, Mynic claims it was all a test by Lord (random lord, 1Midlife, 2Skuul, 3Werk, 4Ends) to test his loyalty.
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Last edited by Death Cobra; 04-20-2010 at 04:09 AM. Reason: spelling
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Old 05-10-2010, 08:00 AM
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Mottul: Boot burrows isn't too far from the water front. From a distance it looks like a sink hole with bits of fallen building sticking out here and there, but you were told where to look and there are very crude stairs leading down. No one is visible, no guards or cultists, though in the mud you do see foot prints heading in and out. Going down the stairs you see that the hole has had some crude architecture added, some bricks to hold up the walls, and to make some places to lay the dead. There are a number of broken caskets, and other signs that any body here has been taken. You look into the dark blackness of the tunnel and Max lights a torch. You can see quite a ways down, but still no end to the tunnel. If this whole hallway was filled with the dead poor, then someone has hundreds of corpses now. There isn't anywhere to go but straight ahead, into the darkness.

Mynicdiplomacy;success, bluff success, history:failure)

You start to talk with the making pleasant small talk (diplomacy) and put him at ease. You find the the meeting is yet to take place, but it will happen in two hours time. Its location is a secret but (bluff) you imply the cleaing staff knows already, and you're actually going to be clearing away the food and such, and he lets it slip that it will be in the northen conservatory. (history fail) You then, trying to seal the part make a reference to other talks, trying to be broad and general, but you think you may have really gotten it wrong.
"Tis a strange thing for a chamber maid to say..." he says, starting to get suspicious. (skill challenge; 2 succes, 1 failure, diplomacy and bluff can be used once more, at high difficulty, you should state which skills you are trying. failure will result in alarmed councilor, success will render him completely unsuspcious and trusting to whatever you want to do. 6 success before 3 failures)
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Old 05-12-2010, 08:53 PM
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2 Dice Rolls
 Description
Dice
Result
Move Silently
1d20
3
Perception
1d20
10
Möttul puts a finger to his lips for silence, leading the way with his shield held ready. He motions for Max to stay to his side, pointing over his left shoulder with his sword and hefting the shield a few times to sort of get the point across. Stay where I can protect you, and don't speak.

Voices carry, as do footsteps, that's what a dwarf once told him. Never been to the Underdark, but this one old veteran told him you can hear the big cities long before you see them, and if you're paying close attention, you can feel the vibrations of the pickaxes, smith's hammers, and footsteps even sooner.
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Old 05-12-2010, 08:57 PM
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((In all likelihood I'll assume they hear me coming, so when they ambush me I do my best to stay between Max and the baddies. If I've got room to charge them and they seem ready to attack, I get the first swing in. If there's talking to be had, well... that works sometimes, too.))
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Old 06-04-2010, 11:42 AM
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(enough waiting i guess )

Mottul: (stealth: 5 vs 12per)(perception 15 Vs 16stealth) You and max walk carefully down the way, max is amazingly quiet...you less so. You think you see something, a flicker in the corner of your eye, but you really can't nail down anything...its probably nothing. Suddenly, to both of your surprise, a shadowy form rises from one of the graves on the side of the hallwy and swings something at you, a long chain you'd guess as it whistles past your head.

initiative: ;mottul 23; shadowy figure 19; max: 10

round 1: The shadowy figure is a little more visible now as max turns his torch to shed more light on it, it looks very orchish with very dark skin, and is wearing bones in a fairly nifty set of armor. You don't think its exactly an orc, its sort of glowing in the eyes, and smoky around the edges, but you've no idea what else it could be (religion check:9) Its weilding a chain with shaprened bones woven into it. Its a step away from you and has reach for the time being, but you don't have enough room to charge it (though you could back up a square and do so).

Your turn:
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Old 06-10-2010, 07:20 PM
nubz nubz is offline
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2 Dice Rolls
 Description
Dice
Result
Reaping Strike
1d20
19
Precise Strike
1d20
9
Not knowing what the beast is capable of, Möttul begins with a Precise Strike and follows it with a Reaping Strike. Nothing fancy yet... hopefully, he can get its attention and give Max some room to swing at the same time.

((Sorry, computer was on the fritz for a while there; not sure if its entirely fixed but it's registering a neighbour's wireless network so I'm using what I've got!))
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