Author Topic: The Keep - Group A  (Read 5189 times)

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VennDygrem

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Re: The Keep - Group A
« Reply #20 on: January 19, 2010, 11:51:16 PM »
@Phaedrus:[spoiler]500 is fine, we'll say your Concise Encyclopedia set tosses in the other Knowledges free. They're really nice, leather-bound books. :)[/spoiler]

@Thistle: [spoiler]I still need that Will save. That kind of determines whether your teammates hear those comments you just tried to make.[/spoiler]

[spoiler]By the way, I never told you guys that the contact you were meeting here wouldn't be a total bitch.  :lol[/spoiler]

Prime32

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Re: The Keep - Group A
« Reply #21 on: January 20, 2010, 11:24:55 AM »
Golharath stares at the place where their patron disappeared and blinks.

"So... what was that about?"
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

VennDygrem

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Re: The Keep - Group A
« Reply #22 on: January 21, 2010, 05:40:47 AM »
"...considerate enough to teleport into our rooms in the middle of the night without so much as a "by your leave.""  The halfling flings the dagger he was balancing, embedding it into the back of the wooden chair the woman had just been sitting in.  That she might have just turned invisible and could still be sitting there observing them had crossed his mind, and well...that was one way to find out...

"Ah! Golharath!  So good of you to wake up and join us.  I see the early hour hasn't faltered the rituals of your morning ablutions."

Turning towards the others, "Well!  I'm all packed and ready...Winterhaven is it?"  He nuzzles his pet familiar with his index finger and it croos a bit.

The halfling flicks his dagger, which hits the wood of the chair Elmira was sitting in without any sign of injuring any invisible loungers. You notice him moving his lips and gesturing, but it's very difficult to hear him. In fact, he seems compelled to perform all of his actions as silently as possible for the foreseeable future. Those who hit the proper Spellcraft check know that he is under the effects of Suggestion.

[spoiler]
Thistledown still says the above words, but he inadvertently whispers the words very quietly. If you want to bother rolling listen checks, the DC is double the normal DC for whispering right now, and there's little to no advantage to hearing what he just said. Any further dialogue from him can be heard with a Listen DC of 15 +1/ten feet of distance between you, until the spell wears off, as he will try harder to make himself heard despite still trying to be quiet.

Thistle's character must do everything as quietly as possible for the next 12 hours. He's not being prevented from doing anything, so long as it can be done quietly. Though, I assume he'll be as loud as possible as soon as he make your save. :P
I'll even allow you to make a new set of saves while you're on the road. As soon as your group sets off I'll let you know how many saves to roll. Success means you shake the spell effect off and are no longer affected.

Now, I won't say that I'm not trying to single you out or anything. This was quite clearly retaliation for your actions, a not-so-subtle initiation of Karma saying, "Hey, watch it buddy."

However, I'm not trying to railroad you guys, and I'm not doing it to be mean, I'm 1) Trying to make things more interesting, 2) Trying to teach you that even though you guys are the heroes, there are consequences for your actions. A couple of the PCs in the other group have already managed to identify Elmira as a particular sort of spellcaster, and she was always meant to be as such (consequently, if you want to roll Knowledge: Arcana, along with a Sense Motive roll, I'll let you guys try to identify her base class as well. The DCs are 15 for Arcana and 20 for Sense Motive). She was also always meant to be abrupt and relatively short-tempered (oh-so-common traits of the tragically sneaky). So the consequences of annoying someone with the means to bite back are that you will get bitten, so to speak.

You didn't think that you guys were the only ones who get to have fun, did you? ;) [/spoiler]

PhaedrusXY

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Re: The Keep - Group A
« Reply #23 on: January 21, 2010, 11:30:38 AM »
[spoiler]No reason we can't take ten on knowledge checks, right? So I get the Kn: Arcana by taking ten (with my new set of encyclopedias :P ), and for the Sense Motive: 1d20+7=19 (Ah crap.  :pout )[/spoiler]"Oh... sneaky woman do something to little trickster? She must not have good sense of humor."
« Last Edit: January 21, 2010, 11:32:57 AM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

VennDygrem

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Re: The Keep - Group A
« Reply #24 on: January 21, 2010, 03:34:58 PM »
@Phaedrus:
[spoiler]Your character thinks he remembers hearing about spellcasters that focus on the arts of subterfuge, with an emphasis on illusion and enchantment magic. B something. Beekeepers? No... Basketweavers? Nah... The word is right at the edge of your mind. ;)[/spoiler]

PhaedrusXY

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Re: The Keep - Group A
« Reply #25 on: January 21, 2010, 03:53:46 PM »
@Phaedrus:
[spoiler]Your character thinks he remembers hearing about spellcasters that focus on the arts of subterfuge, with an emphasis on illusion and enchantment magic. B something. Beekeepers? No... Basketweavers? Nah... The word is right at the edge of your mind. ;)[/spoiler]
[spoiler]It must be a language-barrier problem he's having. :P [/spoiler]
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Risada

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Re: The Keep - Group A
« Reply #26 on: January 22, 2010, 07:08:27 AM »
"So... what was that about?"

Xehnon turns to his sleepy friend.

"She was our contact.... and assigned us a mission....". Then turns to the halfling. "And, apparently, does not like halflings...."

Prime32

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Re: The Keep - Group A
« Reply #27 on: January 22, 2010, 11:02:16 AM »
Golharath struggles to suppress a smile.
"So. Where to, then?"
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

tallan

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Re: The Keep - Group A
« Reply #28 on: January 22, 2010, 11:28:57 AM »
"To Winterhaven it seems. The question is how shall we get there." Minharath takes a moment to try to recall if he's ever called at that particular port.
[spoiler]Know: Geography (1d20+11=30)[/spoiler]
Deep in the tomb of indelible gloom, an angel waits to die.
High on the peak, where only fools seek, a dragon tried to get high.
To which one we go, well f*ck if I know, the point is to question why.

PhaedrusXY

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Re: The Keep - Group A
« Reply #29 on: January 22, 2010, 11:39:37 AM »
"To Winterhaven it seems. The question is how shall we get there." Minharath takes a moment to try to recall if he's ever called at that particular port.
[spoiler]Know: Geography (1d20+11=30)[/spoiler]
[spoiler]Showoff. I could hit DC 15 by taking 10, but couldn't get that if I rolled a 20. :P [/spoiler]
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

VennDygrem

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Re: The Keep - Group A
« Reply #30 on: January 22, 2010, 03:49:48 PM »
You've never had reason to stop off in Winterhaven before. It isn't a large enough city to have an airship port, in fact it's really little more than a large town. You do know, however, that the King's Road, which you've been following thus far, is a perfectly valid travel route and the most notable one in the whole of the nation of Karrnath. The only alternative would be to travel through the forests, which would add to your travel time, but only in so much as the terrain isn't built for travel like on the road. You'd essentially be following the same path either way.

You also remember that Elmira told you the journey by way of that road is only about half a day, so if your group moves out soon you should arrive there before nightfall.

Thistledown Thurbertaut

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Re: The Keep - Group A
« Reply #31 on: January 23, 2010, 04:53:16 AM »
"Horatio" quickly realizes what has happened and gets a very unhappy, spoiled look on his face before tromping outside into the crisp winter air and heading down the King's road.

PhaedrusXY

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Re: The Keep - Group A
« Reply #32 on: January 23, 2010, 05:25:14 PM »
"I guess we walk, if only half day. We should go."
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

tallan

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Re: The Keep - Group A
« Reply #33 on: January 23, 2010, 06:29:47 PM »
"Right," Minharath pulls his quarterstaff from his pack and bids the innkeeper goodbye, wherever he is. Poly-Cog crawls out from his neckline and perches back on his shoulder. It broadcasts a lovely mental sound reminiscent of crystal wind chimes and bird calls. Min strokes it with a finger and moves for the threshold.  "Ah, it will be good to be good to get on the road again. No offense to the town, but I'm a wanderer at heart."
Deep in the tomb of indelible gloom, an angel waits to die.
High on the peak, where only fools seek, a dragon tried to get high.
To which one we go, well f*ck if I know, the point is to question why.

VennDygrem

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Re: The Keep - Group A
« Reply #34 on: January 25, 2010, 04:24:58 AM »
As your group departs Lakeside, you notice that the snow that covers the ground beside your path is curiously absent from the road itself. It doesn't take you long to remember that you were told that the King's Road had been enchanted with a warming effect (or rather, climate control), melting the snow on the road and making travel along the route generally more pleasant. The sky, however, is murky and overcast. Not the most auspicious traveling conditions, but you're fairly certain that you will not encounter any precipitation during your journey.

Hours pass uneventfully as you make your way north, and the day drags on. You only see two signs along the road telling you how far Winterhaven is, though as the day's light begins to fade, you know that you are not far now.

The clouds of the sky begin to darken, though you're unsure of whether this is due to the time of day or the weather.  The snow seems to be growing ever more absent, as you continue on toward Winterhaven. As you know, the region is protected by a range of mountains, creating a much more temperate atmosphere that allows the city's denizens a much longer farming season than its surrounding neighbors, and by extension explains why there is less snow overall. By now, some of you are getting restless, while others are merely weary from the journey; regardless of the cause, a number of you marvel at how quite this merchant route seems, and it rather seems unsettling.

[spoiler]Sorry for the lateness in getting this to you guys.

I'd like you all to make spot and/or listen checks for me. Companion creatures can either aid another, or make their own checks, not both.

Thistle,  go ahead and roll 4 more will saves for me (one for every two hours spent walking so far). If you make the DC 20 save your character can be as noisy as he wants before the spell's original duration runs out.

And, if anyone cares to delve deeper into the history of the enchanted King's Road, feel free to roll Knowledge: History, though that's just fluff and is an excuse for me to make up a bunch of stuff that isn't officially part of Eberron canon. ;)[/spoiler]

Risada

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Re: The Keep - Group A
« Reply #35 on: January 25, 2010, 06:49:08 AM »
[spoiler]
Spot: 1d20-1=17
Listen: 1d20-1=14
Knowledge(History): 1d20+4=9
[/spoiler]

PhaedrusXY

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Re: The Keep - Group A
« Reply #36 on: January 25, 2010, 11:20:06 AM »
[spoiler]Memhrek Spot, Listen 1d20+8=28, 1d20+6=10
Psicrystal Spot (only 30 feet range), Listen 1d20+9=17, 1d20+6=18[/spoiler]

Edit: [spoiler]Forgot Knowledge History. 1d20+7=10 I guess he doesn't know much about this road. :P[/spoiler]
« Last Edit: January 27, 2010, 01:01:43 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

tallan

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Re: The Keep - Group A
« Reply #37 on: January 25, 2010, 11:29:21 AM »
[spoiler]Listen,Spot, Aid Listen, Aid Spot (1d20+3=5, 1d20+7=14, 1d20+4,1d20+3=[2, 4], [6, 3])not pretty on the aids, but they failed anyway.[/spoiler]
Deep in the tomb of indelible gloom, an angel waits to die.
High on the peak, where only fools seek, a dragon tried to get high.
To which one we go, well f*ck if I know, the point is to question why.

Prime32

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Re: The Keep - Group A
« Reply #38 on: January 25, 2010, 11:39:29 AM »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Thistledown Thurbertaut

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Re: The Keep - Group A
« Reply #39 on: January 26, 2010, 05:10:25 AM »
[spoiler]Will Saves: http://invisiblecastle.com/roller/view/2384683/

Looks like Thistle scowls in silence for most of the trip...

Spot and Listen:

http://invisiblecastle.com/roller/view/2384684/

36/21

I wasn't sure about the rules for how his "familiar" would aid him so let me know, if for some reasons those reults weren;t adequate what I should do to modify them with said creature's spot/listen...

Thanks![/spoiler]