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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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  #71 (permalink)  
Old 01-23-2010, 11:16 PM
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4 Dice Rolls
 Description
Dice
Result
Jedi Mind Trick Suc.
1d100
72
Random 3
1d20
12
Random 2
1d20
14
Random 1
1d20
11
"Let me pass." Mynic says to the guard as he walks to enter the castle walls. Waving his hand in a motion before the guards face.

If challenged Mynic explains he was paid to come here by a wealthy merchant who could only be inside the castle walls. He shows the bag that he acquired from the orc, stating it is a rare concoction that had been requested. Slyly Mynic adds in that he would hate to be the guard that hindered its delivery.
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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; 01-23-2010 at 11:19 PM.
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  #72 (permalink)  
Old 01-30-2010, 10:31 AM
nubz nubz is offline
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Möttul finds out from those present which is the 'shady' part of town, knowing from past experience that the easiest way to hide something like a cult is to go to the neighbourhood that knows better than to ask a lot of questions. From here, it will be a simple matter (what with everyone being somewhat afraid by now) to get information on the worst of the 'unearthly' seeming types of trouble.

Any town guards they find along the way in need of assistance will be given every bit of help they need - civilians will have to go through the official channels to get what they need, there are more pressing matters.

Once there, it will hopefully be easy to shake down a few people and get what he needs. Bribery isn't exactly out of the question, but if they piss him off real bad he's going to knock them out and take his money back.
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  #73 (permalink)  
Old 02-05-2010, 09:29 AM
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OOC: sorry for the delay

Mynic: The guard looks into the bag and wrinkles his nose, it certainly looks like something a merchant would pay alot of money for..... He motions you in, warning you that if you're not meant to be there, you'll get a pretty nasty ejection, probably from the top of the walls. You stay with the carts ans the few remaining people (mostly guardsmen returning from outpost duty) and enter the big courtyard. The guardsmen get out and various porters start loading/unloading the carts for their next trip to where-ever. You are completely ignored in the hustle and bustle. You're fairly unfamilliar with the castle, but you figure you could find your way to the servants quarters/work area or the garrison for the guards from where you are with ease. Your limited knowledge says that with three different dukes taking refuge in the castle it is likely somewhat divided into sections of each dukedom, you can probably find out more about this by more exploration.

Mottul: Not surprisingly the shady part of town is a section of the docks thats not as industrious as it once was. Alot of warehouses and old business buildings are officially empty, but in truth have been repurposed as gambling dens, brothels, and squatters homes. This time through the city things are actually looking better, the priests have had time to get around and tend to the dead and the guardsman are out in force maintaining order and organising the wounded. As you get closer to your destination, less order is too be found, but also less signs of death. It seems that this section either wasn't targeted or more likely didn't have foolish gangs of citizens roaming around making easy targets. The streets are quite empty, the kind of empty that a forest gets when all the smart little critters are hiding from the big bad wolf. There are any number of buildings people might be hiding in, some are obviously establishments of some kind or another, others are probably homes. Max is a little nervous, obviously not liking this part of town much.
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  #74 (permalink)  
Old 02-17-2010, 10:58 PM
nubz nubz is offline
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1 Die Roll
 Description
Die
Result
Streetwise
1d20
8
((Sorry, been mad busy myself. Traffic is nuts with this whole 'Olympics' thing they started this year. I'll think of a good response; back tomorrow.))

Mottul searches around for the sort of person who would know answers; the lowest of the low might either be involved in this horrible problem, or may be more worried than the rest. Hard to convince zombies to gamble and pay protection money, right?

Last edited by nubz; 02-21-2010 at 02:39 AM. Reason: inserting action
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  #75 (permalink)  
Old 02-22-2010, 05:13 AM
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3 Dice Rolls
 Description
Dice
Result
Random 3
1d20
15
Random 2
1d20
12
Random 1
1d20
10
(((Cant think...work has numbed my mind...)))

Eeny Meny Miny Mo...catch a tiger by its toe...if it hollers let it go... Mynic decides to try the area on the left to start his searching first. He acts "normal", moving along as if he knows where he is going. A change of clothes will be needed soon, so he keeps his eyes out for any fresh looking guards that he may take place of.
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" The concern is not the cost of one bullet, but the cost the damage one bullet can do." -Coworker remark on accountability of items
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  #76 (permalink)  
Old 02-26-2010, 05:23 AM
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OOC: just got in at CERN....jet lag making me dumb.

Mottul: (streetwise, 14 vs 17, (normal settlement +2 for everyone hiding) Failure) You look around for quite a while the 'lowest of the low' and end up seeking out a crude shack made near a flood water canal. Stagnant water makes it smell pretty bad, and you'd guess anyone who could survive here would have their ear pretty close to the ground. You enter the shack without knocking, mostly out of fear it would cause a cave in. Its pretty dark, but you shout a 'hello...' and get in reply 'what do you want'. You try a bit for information but the voice is pretty unwilling to help you out. As your eyes grow accustomed to the dark, you make out three figures in the dark. The one you're talking to is wrapped in dirty clothes and sitting on a tattered pillowed chair. next to him (or her? the voice is too croaky to tell) on either side is a large brutish man, each carrying a club and looking at you with unintelligent beady eyes that seem to be waiting to be told what to do. Finally, you last attempt to get information fails and the sitter in the chair croaks, "Get out or I'll throw you out, nutter". The two brutes start to smile in anticipation. Insight: The person knows something, and mostly doesn't trust/like/fear you enough to give you any aid.

Mynic: left leads to a hallway that has many rooms attatched to it, mostly without doors. as you pass them you see servants at work, mostly mending clothing and minor equipment (the stuff that doesn't need a blacksmith or other such tradesman to fix) or doing laundry, hanging clothes to dry, etc. Most of the clothing looks like its guardsman livery or other type of traveling person (messengers, whatnot) quite likely this is support for the newly arrived/soon to be leaving caravans. A few servants pass you in the hall, but no one looks at you. You figure your current garb marks you as not a servant, but not someone whom the servants really need to worry about serving or keeping up appearances around. The hallway end with a staircase that leads up. You can hear some clanging and smell food, so you're guessing a kitchen of some sort.
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  #77 (permalink)  
Old 03-20-2010, 12:34 PM
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3 Dice Rolls
 Description
Dice
Result
Attack 2
1d20
19
Attack 1
1d20
5
Initiative
1d20
1
Smiling and bowing politely, Möttul responds. "As you wish," he pauses, looking at Max and whispering "take the left one." Without waiting, he adds, "but I'm heavier than I look." Pulling his sword mid-stride, Möttul leads with his signature opening move - the Passing Attack. Stepping in front of the thug on the right, he swings hard, letting the momentum carry as he steps left with a graceful but deadly pivot, ending with a backhand to the left brute and smiling to the seated person with a mock-salute.

[[Here's to hoping I get surprise or at least initiative.]]
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  #78 (permalink)  
Old 03-20-2010, 11:07 PM
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Death Cobra Death Cobra is offline
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3 Dice Rolls
 Description
Dice
Result
3
1d20
15
2
1d20
5
1
1d20
4
Mynic moves up the stairs to see if there's anyway he can nab something to eat. For the future he may need to know his way around these quarters well. Mynic moves casually, listening in to any conversations as he meanders around. Mainly looking for any gossip about any of the lords currently taking refuge there.
__________________
"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; 03-20-2010 at 11:10 PM. Reason: fixed minor spelling errors
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  #79 (permalink)  
Old 03-23-2010, 08:36 AM
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Mottul: Surprise round: Before max can even say "whu-" you slash the first thug (13 dmg) pass by him and skewer the secound thug. (he was a minion, dead now, the other though is still standing)

initiative: thug, guy in chair, max, you.

the thug moves up to you and swings his club with a bellow, but you catch it on your shield. You can tell he's not going to be a push over (unlike his fellow thug)

The guy in the chair flips behind the chair and disappears from sight.(he is now hidden)

Max moves to the guy on the left, but he's dead, so he contiues around you to where he can smack at the still living thug with his club, but it misses entirely.

your turn: the man on the chair is hidden somewhere and the thug and max and you are all adjacent to eachother, the thug has the chair adjacent to him and max. behind the chair is difficult terrain and concealment from rubbish and hanging tattered cloth.

thug/-13
man (23)



Mynic: You overhear new on all four of the human dukes; Midlife, Skuul, Werk, and Ends. Midlife is said to be at a loss what to do...he keeps changing his tactics and support for the other dukes. Skuul is quick to suggest other dukes supply the walls and outposts, while he works to secure his own safety. Werk is diligently working to keep the walls and town secure,, and is very popular with the people. Ends likewise works night and day to keep the castle safe, but is known for being brutal and using any means necessary. You hear little about the Elves in the castle, just that they're "little help except for that Lady Merry".
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  #80 (permalink)  
Old 03-25-2010, 09:02 PM
nubz nubz is offline
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1 Die Roll
 Description
Die
Result
Attack 1
1d20
16
"It's late, I don't want to waste my whole night," Möttul yells into the darkness, before making an example of this thug. Going for the reliable 'Dizzying Blow', he fakes with a powerful sideswipe before twisting his grip and coming up under his chin. He will try this until it works, because that's how it works.

Hopefully, the man in the shadows says something to give away his position.
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