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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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  #21 (permalink)  
Old 10-05-2009, 10:57 AM
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ANNOUNCEMENT: both DC and nubz; since you'll eventually find yourselves in battle i've been thinking it over and i've decided that to keep you able to do a decent amount per round, your at-will attacks (including basic attacks, and charges (though charges end your turn)) cost only a move action. This is because you'll often be out numbered, and only getting one action on a turn you don't move...well thats 1)boring 2) asking to get mobbed. Since this is a solo game, i can easily tune encounters based on how powerful this is.

Mottul: Food is good. There is a definite buzz in the air. It seems you're not the only one whose been preparing to go out in the night. several tables hold lightly armed people toasting themselves as militias, bragging they'll catch the cultists, or at least keep them away from their homes and property. They seems earnest citizens for the most part....probably not likely to end up a rioting rabble. You can only guess that the watch will also be out paroling the more vulnerable areas of the city.


Mynic: Destination: Castle Bleak. Castle Bleak is at the lower ends of the grey mountains, its only access to the rest of the grey kingdom is through a narrow pass which lately has become very dangerous (goblins, trolls orcs, etc.) It rules over 4 minor dukedoms; Midlife, Skuul, Werk, and Ends. These dukedoms stood guard at the edge of the Bleak Desert, a desert of sharp gravel rocks rather than sand. about 3 years ago, the bleak dessert started advancing....slowly swallowing up the fertile lands and driving the people back. Along with it came unexplained deaths, whole villages killed by who knows what. The dukedom of Ends was completely obliterated. The survivors of the other three dukedoms fled to Castle Bleak, only to find its inhabitants dead as well. With the pass in the grey mountains certain death as well, the Dukes decided to make their stand in Castle Bleak. The built a wall, with the aid of some Fey that were also driven from thier homes by the advancing desert, a few miles from the castle, 3 miles long, 50 ft tall, tall enough to keep back the desert, with rising mountains on either side. The desert is eating away at the wall, and unless it is constantly manned, "things" creep across and people start to die. As it is, casualties on the wall is common.

The end result is that Castle Bleak is home to Three dukes, their people and a number of Fey from the Autumn court. No one trust each other, because murder and intrigue have plagued the castle. Some dukes believe their is a traitor amongst them who is summoning the desert and its evils, the Fey are difficult to understand if they are helping or just watching or actively, subtly killing them. Tensions are high, and life expantancy is low, and for some reason all requests for help have gone unaswered by the grey court. Seems like a great place for you....

You make it through the mountain pass mostly unharmed....you are plenty sneaky, and can take the face of goblin or orc when needed. You're on the final stretch to the castle, when you realize you've picked up some ones interest. You can't see them yet, but you definitely hear several creatures coming, probably orcs or something.... (you have a choice, you can stand and fight or ambush, or you can attempt to avoid them/trick them, which will lead to a skill challenge 3 successes before three failures to accomplish your goal)
You head towards
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Old 10-10-2009, 03:45 AM
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Mynic will go for the trick. Moving off the path, behind rocks/debris/bushes, he waits til he is certain the type of creatures that are coming. Changing his shape to match the type of creatures, he'll then gradually come out as if he had just awakened. Giving a stretch, having a yawn and rubbing his stomach as if he is thinking what should be for breakfast.
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Old 10-10-2009, 10:13 PM
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Deciding it best to wait for the 'do-gooders' to have their fun, he settles in for a savoured meal, the sort that a man who has been on the road too long is often seen enjoying - to some, as if he's not had a proper meal in years; the trained eye knows it is the way of the warrior, where each meal could be his last.

Nearing the midnight hour, he pays his bill and leaves an extra silver for the innkeeper. "I'll be back late," Möttull says, "please don't rent out my bed on me." Calmly walking through the night, he begins searching out the quiet. Controlling his breath and keeping an eye to the shadows, it is best he doesn't try too hard to look like he's skulking around for fear of local mongrels or guardsmen. However, with only a vague plan of avoiding the gateways from one part of town to the next (too many questions) it's hard for him to even form a picture of what he's looking for.

Trouble wears too many faces.
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Old 10-12-2009, 10:56 AM
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Mynic: You see three orcs coming so you quickly become an orc and do your "i just woke up routine" (Bluff 17+13=30, 1/3 success,0/3 failures) They seem a little surprised to see you, but seem to accept you as an orc. The biggest of the three orcs points at you and asks " graglle snackle bargst wlg?" and then points along the path you'd been walking. You're pretty sure its speaking goblin or giantese....


Mottul: The streets are mostly empty and dark; every now and then you see some people guarding something of importance, looking fairly bored. You drift around for a while and (perception:15+5=20 success) you begin to notice a fog drifting in from up the street. Not from the river, but from the opposite direction. Its not that different from normal fog except every now and then you think you see a the shape of a person within it.....possibly more than one...but it dissolves immediately. Ahead you hear the sounds of one of the wandering "militias" singing some brave song, and it looks as though the mist starts drifting that direction...
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Old 10-12-2009, 01:11 PM
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Not wanting to draw attention from the fog-creature, Möttull continues as if oblivious for a few paces, then makes as if heading for the doorway of the next building. Once close to the embrace of the wall, he waits for the fog to blow out of sight, then give chase while hugging the wall. If possible, he winds his way more towards the sounds (if there's an alley or road closer that leads the correct course).

Knowing trouble when he sees it, Möttull secures his shield and readies his sword; anyone seeing him now will draw their weapon, yes, but at least then they will be prepared when danger strikes.

If they see him coming, that is.

If he pulls it off, he will approach the militia at the same time as the veiled threat; holding to the shadows, he will wait until they strike first and charge into a flanking position.

((Wait in the shadows, using the locals as bait. Let them soak the first wave, Perception - count enemies{minor}, Charge{standard}; if more than three enemies Action Point - Passing Blow{standard}, Cleave{move-equivalent At-Will}. A fury will be unleashed this night, the likes of which these people have never seen.))
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Old 10-12-2009, 07:08 PM
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1 Die Roll
 Description
Die
Result
Bluff +13
1d20
10
Not wanting to give himself away with a verbal response Mynic just shakes his head. Shaking ones head should be universal for "No" even amongst orcs. To add to the act Mynic goes back to rubbing his stomach and looking around the ground as if there could be some food there. Not finding anything suitable he picks up the nearest rock/ stick and starts chewing on that. Orcs arent known for their smarts, even amongst their own kind.

((Not sure how much artistic right you give with the morphing, but if possible Id like to have it so Mynics "orc" tongue is burned off...))
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Old 10-13-2009, 09:41 AM
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mottul: you keep to the shadows well enough, attracting neither the fog's nor anyone else's attention. As the fog approaches the five man singing militia the fog gathers into 5 distinct shapes. Four are skeletal, broken bones made of fog, and the fifth looks like a decaying corpse made of bone white flesh.
round 1(skeletons, you, militia men,zombie)

The skeletons engage the surprised militia, charging swiftly in each skeleton skewering a militia man with its claws. four men fall to the claws, the last one screams (free action). you charge the skeleton you can flank with the lone survivor and smash it with a powerful smash of your sword (attack 16+stuff vs AC16), it crumples into wispy smoke. Now surrounded by skeletons you passing attack, smashing one, shifting and skewering the next (they're minions, and you hit them on a 3). The last skeleton barely has a chance to turn its smokey skull towards you as you cleave through it....and deal 5 cleaving damage to the darkness (unless you want to hit the militia man ). The militia man's fear goes to amazement as he watches you kill four skeletons in 6 seconds.

You don't need a perception check to count your foes, but you make one any way (25) you can hear screams from elsewhere in the streets around you sounds of running and fightings and even a few death cries.

the milita man bravely runs to put you between him and the remaining zombie, but seems hesitant to just run away into the darkness with its screams of other men dying...

The zombie shuffles forward, but doesn't quite reach you or the remaining man.

round 2 (you, militia man, zombie).

mynic:

Bluff sucess. 2/3 successes, 0/3 failures. Bluff is now saturated (ie use a different skill to accrue more successes. You can still bluff them, to buy time or set up something else, but it won't add to your success, but a failure will still count against you...not that you're likely to fail)

The orcs seem to accept your negative as a legitimate response, and you make your tongue look nicely burned. They seem to realize you're a 'fool' and the big one moves a little closer. "Snookr vergh blencken spalkzg." He says with a bit of arrogance and points to your sword at your belt. "Hecken mun ym ym" He makes a trading motion and rubs his tummy. The two smaller orcs snicker and nudge eachother. You think he's offering you food for your shortsword.
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Old 10-14-2009, 04:04 AM
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3 Dice Rolls
 Description
Dice
Result
*Disregard, just roll
3d10
14
2nd roll if needed
1d20
5
Skillcheck
1d20
7
Alright, these orcs better have something that is more edible than a rock. Looking down at his sword as if considering the trade, Mynic makes a sour face and spits the rock he had been sucking to the ground. Looking about his person he takes the silvered dagger and tosses it to his feet. That would be his offering for food, bigger blade can kill bigger prey. Hopefully they take the bait.

The trick is to have them take the dagger and give him some food. Then the orcs will carry on thinking that they got the better deal. Once the orc tucks the dagger away, Mynic will summon it back to himself, to a hand behind his back.

((Not sure what to skill check bluff/stealth? for that but I rolled. Was pondering turning into a Ettercap for intimidation as a last resort))
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"Fine, have your mind controlled and be flung into battle like a living grenade." - DC to Oblivion

" The concern is not the cost of one bullet, but the cost the damage one bullet can do." -Coworker remark on accountability of items

Last edited by Death Cobra; 10-14-2009 at 04:10 AM. Reason: fixed wording
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Old 10-15-2009, 07:54 PM
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3 Dice Rolls
 Description
Dice
Result
new attack 2
1d20
13
new attack 1
1d20
20
*Attack 1/2 (+13)
2d20
20
"Stay with me," Möttull says over his shoulder, "you'll die alone." It's the truth, short and simple. Whether he finds it intimidating or not, the stranger should realize that Möttull does not intend to die tonight, and will do what he can to extend that favour to others.

If the beast is close enough to a wall, Möttull will lead with a melee basic and then follow with a Tide of Iron attack to push and hold it against the wall, Marking it so it will not be able to hurt the local militiaman. If it's not enough to get it to a wall, next turn will be the same trick.

Last edited by nubz; 10-15-2009 at 07:57 PM. Reason: Didn't know it wouldn't show both rolls, sorry.
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Old 10-16-2009, 11:06 AM
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Mynic: We'll call it a thievery check (to steal it back unnoticed/with magic) theivery:15 vs 13 3/3 success. You toss down the dagger. The orc eyes and agrees, picking it up and tucking it into his belt, he tosses you a bundle of cloth, containing some smelly meat, gristle and nuts. Probably won't kill you to eat it, but not really something you'd choose for lunch if you weren't an orc. the orcs pass on, laughing a bit, and once they're done thinking about it, you summon back the knife with a delicate touch. They don't notice and keep on their patrol, leaving your path clear....

Mottul: You have to move to reach the zombie, so you scoot forward (move)and tide of iron him towards the nearest wall, (which is about five squares away) and you crit. Your sword sweeps out and takes the zombies head, surprising you since you'd have thought it would take more punishment than that. (zombie weakness: crits autokill zombies. that was a shorter fight then it was supposed to be)


As the short battle ends you still hear sounds of battle elsewhere, and you notice more fog rolling into your area....but then the temple bells begin to ring and the fog recoils and vanishes...and the sounds of fighting elsewhere stops and you even hear a few feeble cheers. The temple bells keep ringing, it seems likely they won't stop for a while. You're left in the square with four dead men and the one survivor who is obviously shaken.
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