Jump to content

Excior

Members
  • Posts

    1,925
  • Joined

  • Last visited

Posts posted by Excior

  1. 10 hours ago, matt_s said:
    the lead

    "You take that armor, heh? Dwarf smithing better, right? You're... kragshaght... adventurers, heh? I have deal. Maybe you like. I have ulgren - a cousin - named Gern. Good boy. Stupid. You like him. Some kragshaght like you but bad, they take him. Bertran's Brigands. Make him help in the Barrowmoor. They do this to dwarves and poor people. Very bad."

    "He's cousin, so I send help, heh? You go to Barrowmoor and find him. Bring him back safe. You do this, I have special shield for you. Good shield. Dwarf smithing is better. What you say?"

    It does seem to add up- dwarf is unarmed and dejected looking (although IC I don't know that).

    Re: TPK - they don't want to bleed themselves white over a single slave I figure. Win or lose neither side will sell their lives cheaply.

    if the elf lass casts sleep there will be no blood on their side. there is possibly two Magic Users in that group

  2. 12 hours ago, matt_s said:

    we (or rather Dougal) found the dwarf! How much of this do we see? I figure that the details not really, but can we tell that Dougal has been spotted?

    Can we even hear what the elf girl said??

  3. Combat over
    AC: 4, HP:19
    THACO: 18
    +3 to hit with magic sword
    +2 to hit with his bow 

    image.png.151b17ddb7b385a69020a1d6c0d96023.pngValandil leans against the wall breathing heavily, and takes a moment to gather his thoughts, "I will go inside with you" in response to Kordannaghlan's question.

     

  4. Modred Mistdragoon

    Modred.jpg.fd41f92210d726ebf5cac918bf958859.jpgContent

    4th-level human Magic-User (Magician):S-06 (-1), I-15 (+1), W-13(+1), D-16 (+2), C-18 (+3), Ch-13 (+1);

    AL-L; AC: 7; HP 21/24; Dmg 1d4 -1(melee) or 1d4 (Thrown); MV 120’ (40’); speaks common, kobold, alignment tongue; Weapons: silver dagger, 12 normal daggers, 

    Memorized Spells: level 1: Sleep x2 Level 2 Levitate, Knock


    ~The tower door opens as Allen clasps the handle and pushes in, the entrance hall is pretty plain looking, there is no dust on the stone floor and it looks like it's being kept/maintained somehow. A few cloaks are hanging on pegs and a few are empty. A mouth appears on the open door and a voice speaks, "Who dares knock and enter without first asking and announcing their intentions?"~


    "A magic-mouth spell," Modred elucidates, his tone reflecting his keen intellect as he analyzes the mystical phenomenon adorning the open door. "It's a form of enchantment utilized to leave a message under specific conditions or events."

    With a poised and wise gaze, the albino magician meticulously surveys the entry area before gracefully stepping inside, carefully positioning his staff against the wall deliberately. "Pray tell, is the Mistress of the tower currently in residence?" he inquires, his articulation resonating with erudition as he awaits a response, his mind already racing with potential implications and strategies.

  5. 19 hours ago, roryb said:

    Go ahead and roll Initiative to determine order. That's 2d6 + Mind + Initiative. You're trying to beat 9.

    You can go ahead and roll to break the chains. I'll make it a Formidable (-6) task. That's nearly impossible. Fortunately, Jouka has some things at his disposal. He's got friggin 4 for strength! He still has to roll a natural 11 or better. I'll allow invoking Hurm to rally his strength by burning one of his Fate Points (or four dice if you want to burn 2 Fate at once). So, he'll be rolling 3 dice and taking the best two. If he fails that, you can spend a Hero Point for Favor of the Gods (re-roll) and still take the best 2 of 3 dice. It's still a tall order, but not impossible.

    I want to make an impression here so I will burn both of my fate points for this feat of strength on the dice roll thread I will roll 3d6 and take the best two?

  6. 7 minutes ago, roryb said:

    Go ahead and roll Initiative to determine order. That's 2d6 + Mind + Initiative. You're trying to beat 9.

    You can go ahead and roll to break the chains. I'll make it a Formidable (-6) task. That's nearly impossible. Fortunately, Jouka has some things at his disposal. He's got friggin 4 for strength! He still has to roll a natural 11 or better. I'll allow invoking Hurm to rally his strength by burning one of his Fate Points (or four dice if you want to burn 2 Fate at once). So, he'll be rolling 3 dice and taking the best two. If he fails that, you can spend a Hero Point for Favor of the Gods (re-roll) and still take the best 2 of 3 dice. It's still a tall order, but not impossible.

    you want me to put all of that in the post I just made or a new one?

  7. BLUEGIANT.jpg.990c76ff8267cbc65e4718c39b8f462c.jpg

    The rumble of hidden machinery abruptly interrupted Jouka's reverie and communion with his gods. Great bronze doors slammed shut, their echoes reverberating throughout the complex. In the darkness, the blue giant's steel restraints clanked ominously. Just as he was about to speak, movement caught his eye. Turning, he saw the Slorth advancing upon the intruders.

    "Watch out," he warned, "A Slorth advances on you. It is the guardian and tormentor of this room."

    For the first time in a very long time, Jouka felt a surge of hope. Perhaps they were here to help him escape. Standing to his full height, towering over those in the room except for the Slorth, the skywatcher wrapped his arms around the great chains that held his arms. He looked toward the skies that were surely someplace above his head.

    "Gods of the sky, hear my plea," he cried out, "Grant Jouka your servant the strength to burst my bounds and help those who have come to help me!"

     

     


    OOC:

    Not sure how this works but I would like to burn a FATE point to have the gods give him enough supernatural strength to help him burst the chains that bind him.

  8. 2 hours ago, Sellsword said:

    I'm back! Catching up at work, will try to get the next post out this afternoon. Thanks for being patient with me while I was on vacation!

    If you love the outdoors and ever get a chance to check out Death Valley, you definitely should. Stunning views and fantastic hikes.

    is that where the stones move across the desert? is that close to Yucca Vally I was stationed at MCAGCC 29 Palms in the 90's Desert life has its allure for sure

  9. Modred Mistdragoon

    Modred.jpg.fd41f92210d726ebf5cac918bf958859.jpg4th-level human Magic-User (Magician):S-06 (-1), I-15 (+1), W-13(+1), D-16 (+2), C-18 (+3), Ch-13 (+1);

    AL-L; AC: 7; HP 21/24; Dmg 1d4 -1(melee) or 1d4 (Thrown); MV 120’ (40’); speaks common, kobold, alignment tongue; Weapons: silver dagger, 12 normal daggers, 

    Memorized Spells: level 1: Sleep x2 Level 2 Levitate, Knock


    After completing the spell, Modred opens the door, but hesitates mid-step and backs away. He turns to Allen with a request, "Allen, would you be so kind as to open the door this time?"

    His bodyguard complies, cautiously approaching the door and opening it with vigilance, ready for any potential dangers that may lie beyond. Modred stands by, observing attentively

  10. 4 minutes ago, roryb said:

    I guess I was looking at this page, which only showed us following. I see it now.

    I'm not quite ready to pick this one up again, but I'll work on getting there this week.

    roger that again even once it gets going again. We do not have to be super fast with it.

  11. Modred Mistdragoon

    Modred.jpg.fd41f92210d726ebf5cac918bf958859.jpg4th-level human Magic-User (Magician):S-06 (-1), I-15 (+1), W-13(+1), D-16 (+2), C-18 (+3), Ch-13 (+1);

    AL-L; AC: 7; HP 21/24; Dmg 1d4 -1(melee) or 1d4 (Thrown); MV 120’ (40’); speaks common, kobold, alignment tongue; Weapons: silver dagger, 12 normal daggers, 

    Memorized Spells: level 1: Sleep x2 Level 2 Levitate, Knock

    Modred regards Yolanda with a sheepish smile, his pale face flushing slightly. "I promise, Lady Yolanda, I did not use this as an excuse to get close to you," he assures her sincerely. With another magical phrase, they slowly descend to the ground, and Modred releases the minstrel, stepping back as he waves everybody away.

    "I have one last spell that might gain us entry," Modred announces, his tone filled with determination. He smacks his hands together and begins a magical incantation, waving both hands up and down before him in a fluid motion. Allen, his loyal henchman, stands a few feet behind him, providing the young magician with ample space to work his magic.


    OOC: casting Knock on the magically locked and trapped door.

    Knock
    Range: 60’
    Duration: See below
    Effect: One lock or bar This spell will open any type of lock. Any normal or magically locked door (by a Hold Portal or Wizard Lock spell), and any secret door, may be opened when found (but a secret door must be found before it can be Knocked open). Any locking magic will remain, however, and will take effect once again when the door is closed. This spell will also cause a gate to open, even if stuck, and will cause any treasure chest to open easily. It will also cause a barred door to open, magically forcing the bar to fall to the floor. If a door is locked and barred, both will be opened.

     

    Mentzer Red Box Set page 41

  12. 1 minute ago, Lando The Archmagi said:

    It went well for all my games, had lots of fun. I played a couple of games too.

     

    Yeah, the tower has no other visible entrances beyond the main door. All the windows look to be intact. You may have to search or look elsewhere or find a way to bypass the magical locked/trapped door.

    It appears the Knock spell is a little more powerful in D&D vs AD&D it says any locked door nothing about the difference in levels between the magic user who cast the wizard lock and the level of the magic user casting the knock spell.

×
×
  • Create New...