Post by DM-Delfon on Jul 18, 2011 21:01:04 GMT -5
Posted by DM-Delfon on Sept 23, 2010, 7:56pm
After weeks of planning and packing your Mother and Sister have finally gone on their trip out East to visit your Aunt. You must have heard your Mother say, "Window shopping at all the best stores in the Empire." about a thousand times. With the ladies out of the house your Father has pretty much given you the run of the place. "As long as it's all clean when your Mother gets back, you can do whatever you like. Think of this as a practice run for when you have your own place." With that your Father went on a hunting trip to The Wilds with a couple of his buddies.
Two weeks after you were left to your own devices, you were feeling a little bored, like something was missing from your life. With another two weeks to go before your Mother and Sister were due back, you decided to go on one of your exploring excursions. Looking back across the Valley from a ridge some three hundred feet above the ground, you notice something out of the ordinary. There seems to be some sort of camp not to far from the Village, and the Village itself seems to be smoking more than it should...
Posted by Marcimus on Sept 24, 2010, 5:07pm
Standing on the small footpath overlooking the village Zeke turns and kneels beside his best friend Atlas, a large furry Mutt, to look back on his home. Upon seeing the camp and smoke Zeke is perturbed, "What the?..." Zeke goes from a crouching position to a dead run in a flash, in leaps and bounds he is on his way down the ravine. On his approaching the village he takes a closer look at the village to see if he can see exactly where the smoke is coming from.
Upon seeing the origin of the smoke Zeke quickly calculates in his head the quickest path to get there and help. With Atlas close at his heels Zeke is at a full sprint toward the fire. Zeke is watching the houses and shops pass by, everything seeming to be happening in slow motion, 'What has disturbed the peace in quiet Urutah... that camp.... what's going on?' Just a Zeke gets lost in thought the smell of smoke brings him back to reality.
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Awareness:(1d20)+5=(7)+5=12
Posted by DM-Delfon on Sept 25, 2010, 6:21pm
You run as fast as you can until your lungs feel like they will burst, and your heart slams against your chest hard enough to hurt. Slowing your pace, you continue toward Urutah. After a few hours of travel you exit the mountain range and scan the open plain before you, taking careful note of the village. The smoke seems to be back to normal, but the camp seems more lively than before.
Did you want to approach the village or the camp from this point?
Posted by Marcimus on Sept 27, 2010, 9:00pm
Quite perplexed Zeke does not know what to make of the scene before him. He could of swore he seen and abundance of smoke. 'Must have just been a brush fire or something,' he thinks to himself. Crouching and petting Atlas, Zeke tries to decide what to do next.
Finally concluding his thoughts, Zeke makes his way toward The Boar's Tooth Inn. 'It will be much easier to figure out what's going on once I talk to Niome, she seems to always have the latest Gossip.' Zeke's feet fall against the padded earth with purpose, making his way through the village of Urutah he finds his destination. Grasping the brass handle his hairy hand turns the knob and swings open the door, stepping through the threshold he scans the Inn for Niome.
Posted by DM-Delfon on Sept 28, 2010, 6:54pm
When you arrive at the village, you note that the streets of Urutah are completely empty. Although that doesn't happen often, it does happen from time to time, so it doesn't strike you as all that unusual. Normally the streets are empty the evening before a big harvest, or the night after one of the major festivals, of which tonight is neither.
After a few streets, you become aware of a few more things that taken alone wouldn't bother you, but when added together they begin to point to something more ominous. A discarded tool on the lawn here, a knocked over chair there. Finally you see the reason for the smoke earlier, the Light Shrine is nothing but a charred timber outline of what was once a proud community meeting place.
Quickening your pace toward the Boar's Tooth on your quest for answers, you reach the old door, a small area worn smooth in the planks where countless hands have pushed against the aging wood to open the never locked door. Using the brass handle as you always do, you twist and push only to find that for the first time in your memory the door is locked.
Posted by Marcimus on Sept 28, 2010, 9:30pm
'This is odd..." Zeke looks around in the streets, feeling as though someone is watching him. In doing so he continues turns back to the door, he knocks. Waiting for an answer he meanders over to the front window to peer in and see if he can spot someone coming to answer his knock.
While his physical body wanders to the window of his familiar home away from home, he can't help but feel a sense of unfamiliarity. 'Something is wrong...' Zeke can't help but think to himself. Wiping away the fog on the glass of the window he looks for a familiar face.
Posted by DM-Delfon on Sept 30, 2010, 4:20pm
The only face you see that is familiar is your own, reflected in the glass with the last fading rays of the sun as it slips behind the mountains that encircle Urutah. Sunsets here are very quick, and in a few minutes it will be quite dark in the village. Knocking again, a bit more forcefully this time gets you the same response as before. Which is to say, no response. A minute later, after circling the building and seeing no signs of life within. Loosing hope of finding your answers here, you're about to give up and look somewhere else, when you hear the back door to the tavern open. The familiar scuff of wood on wood, as the misaligned door scrapes across the floor.
Posted by Marcimus on Sept 30, 2010, 6:46pm
On hearing the back door open, Zeke quickly reshoulders his pack and heads for the rear of the Inn to see if he can catch Niome or Feldman. "Hello! It's Zeke!" Zeke yells loudly as he is about to round the first corner, hoping whoever is out back will hear him and leave the door open. The last place he wants to be right now is by himself in the ominously empty street.
Zeke rounds the first corner and as he extends his stride in haste, his left foot slids back on the dewy ground and he stumbles. Quickly regaining his composure he sprint for the back door, as though something or someone is chasing him. As he approaches the last corner of the building he slows to a canter, and on rounding the corner he slows to a walk. Ashamed of his shaken nerves, he does no want anyone to see him as something other than the burly surly face he puts on at the bar.
Posted by DM-Delfon on Oct 2, 2010, 9:06pm
At the sound of your shout, you hear a loud crash. It sounds as if someone just fell into or knocked over the empty kegs that are stored behind the building. As you slip your way around the first corner you hear a muffled curse, but you can't place the voice. Rounding the next corner the sounds of falling kegs mixed with the unmistakable sound of retching can be heard. Finally, after you compose yourself and make the last corner you can see someone on their hands and knees, facing away from you. In front of them is a large puddle of slightly frothy liquid, mixed with stomach contents. A moment later the man's back arches as he retches again, the puddle in front of him rippling slightly as a few drops of bile dribble from his unseen lips. Clearly he managed to empty his stomach the first time, and now he's only managing to dry heave. You notice one last thing as you look down at the man. One side of his head is matted with blood, and the ear on that side of his head is mangled from repeated blows.
Posted by Marcimus on Oct 3, 2010, 10:19am
When Zeke first sees the man in the back vomiting he feels no pity, he has seen this many times before, some idiot has yet again drank himself past his limit. As Zeke approaches and is close enough to see the wound on the side of the man's head, Zeke changes course from avoiding the stranger and heading for the back door to just stopping in his tracks and staring at the gaping wound on the man's head.
After a few moments Zeke brings himself to speak, "You alright mister? You got a pretty nasty cut there, you should probably go see Old Lady Medilian...those wounds don't really heal themselves."
Posted by DM-Delfon on Oct 3, 2010, 11:21am
Glancing back over his shoulder, still on hands and knees, the man wipes his chin on the back of his hand and manages, "Am I alright he says. Pretty nasty cut there he says. Another village idiot. I hate you Light blasted hicks." Struggling to his feet, using the toppled kegs for support the man turns to face you. He wears polished chain mail, with a Imperial tabbard. The tabbard has vomit stains down the front, and is a little travel worn, but otherwise seems in good condition. Hanging from his left hip is a long sword, and judging by the way the soldier is standing, even drunk he seems to know how to use it. Now that you can get a good look at the soldiers face, you can see the the eye nearest the wounds on his head has swelled shut, and has the tell-tale darkening of a black eye to come.
"Old Lady Medilian ran off to the south with a group of locals, so it looks like your piss ant village is in need of a new healer." Stepping forward, swaying slightly, hand dropping to sword hilt, the soldier continues, "Where have you been hiding? This dung heap was searched from top to bottom, and I don't remember you in the line-ups."
Posted by Marcimus on Oct 3, 2010, 10:41pm
"I know your an Imperial soldier and all, but where do you get off calling my home a dung heap? You think your all high and mighty, but look at you on your hands and knees vomiting in the gutter, and by the looks of it the training isn't good enough in the Imperial army. Bested by a... what did you call us... hick I assume, we don't have to put up with your crap."
Zeke squares his shoulders, readying himself for the likely attack, and slowly approaches the warmonger to within 5 paces. And walking out from behind his tree trunk legs is Atlas, sensing the hostility he walks beside Zeke slighty baring his teeth and growling in a deep hum.
Intimidate: (1d20)+4:3+4=7
Initiative: (1d20)+1: 13+1=14
Posted by DM-Delfon on Oct 5, 2010, 11:50am
The mans eyes narrow at your defiance, speaking through gritted teeth, he says, "You didn't answer my question." Cracking his neck, first to the left and then to the right, he adds with a sneer, "Your home is a dung heap. Nothing but a back-water collection of shacks." Gesturing with his free hand to his wounds, he continues, "As for this, one of you inbred bastards attacked me from behind while I was dealing with another situation." Glancing down at Atlas, then back up at you, "Best you control both your tongue, and your mutt before either one of them gets you into more trouble than you can handle. Now, where were you hiding that we didn't collect you before?"
Posted by Marcimus on Oct 7, 2010, 8:39pm
Zeke reaches down and touches Atlas on the neck and the growling stops.
"Up in the mountains. What does it matter to you? What do you need with me?" Zeke, frustrated with this arrogant soldier, wears his heart on his sleeve asking questions with a hurried disgruntled tone. Zeke starts to peer over at the back entrance to the Inn, hoping and praying Niome or Feldman will come out and explain that he is just a bartender and save him from this man.
Posted by DM-Delfon on Oct 8, 2010, 11:59am
The mans eyes narrow, boring into as if they can see into your soul. You can feel him weighing your every word for any attempted deception. He already seems more focused than before. Whether it's because he just threw up, or because of your potentially hostile situation you can't be sure. "The mountains eh? Stop asking questions, if anybody is asking questions it will be me. Now, how old are you? Were you born here?"
Looking past the man at the inn, you can see no signs of life within. There are no lanterns lit, and the chairs are still down as if nobody closed up the bar, and swept the floor last night.
Posted by Marcimus on Oct 12, 2010, 9:32pm
Zeke crosses his arms subconciously in discomfort, "Nineteen, what's it matter? Oh right... no questions." Zeke responds sarcastically. "I wasn't born here, we moved here a couple years ago from Fringe Point Castle, nasty little place that was." Zeke's eyes shift back to the door and then up to the sun, 'Where is everyone?' he thinks to himself. "I know you said no questions, but the least I deserve is a little explanation as to what is going on." By this point Zeke's voice is filled with frustration and a little contempt. "There is no one at the bar, which rarely happens, and now I am getting hammered with questions by an Imperial Guard. A little out of the ordinary I think. I answered all your absurd questions, I think you can at least answer one of mine, what is going on?"
Posted by DM-Delfon on Oct 15, 2010, 9:24pm
The soldier tilts his head back slightly, clearly thinking about what you've said. Although he doesn't take his eyes off you for a second, forever ready to defend himself if needed. Under his breath he seems to be thinking out loud, but you manage to figure out most of what he's saying to himself, "The age fits, but the location's off. I wonder if that matters?" Lowering his head again, he seems to have come to a decision, "You're going to have to come back to my camp and speak with the Lieutenant. The answers to the questions you shouldn't have asked can be found at the camp." Stepping forward and extending a hand, palm up, in the 'right this way' motion. He seems to want you to head toward the east, where you saw the camp outside town.
Posted by Marcimus on Oct 20, 2010, 9:37pm
Zeke races through a bunch of options in his head, but figures it is best to just do what the soldier tells him. Zeke heads of with Atlas at his heel, winding his way through Urutah towards where he had seen the camp. Zeke leads the way until the near the camp, he then shortens his gait and moves back to the heel the Imperial soldier. Once entering the camp Zeke lets his chaperon lead the way while he observes his surroundings. 'Why would there be a camp of the Imperial Army in Urutah. And what the hell would they want with me?'
Eventually they reach their destination, "About time for some answers." Zeke speaks aloud to himself. Realizing he had spoken his thoughts aloud, he turns and glares at his escort purposefully.
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Awareness: 1d20+5=15+5=20
Posted by DM-Delfon on Oct 21, 2010, 5:39pm
The soldier keeps you in front of himself until he reaches the 'gates' of the camp. No more than two soldiers standing to either side of the worn grass leading into the encampment. About 100ft from those gates your keen vision allows you to see that many, if not all the people from your village are sitting or standing in several roughly made pens. For the most part they look confused, dismayed or hopeless. You can see that several people are laying across other people's laps, clearly wounded in whatever took place while you were in the mountains.
At the moment you notice these things, you're still 100ft from the two guards beside the path, and you haven't had a chance to say the things quoted in your last post. I thought I would give you a chance to react before thrusting you into that situation.
Posted by Marcimus on Oct 24, 2010, 7:16pm
At seeing his fellow townspeople herded and penned, Zeke realizes that he won't like whatever answers he is going to find here. Quickly turning on his heel, he bursts into a full run away from his escort. Zeke bustles his way down the street with Atlas pacing his strides beside him. Zeke looks for an alley or narrow path just wide enough to fit a person, preferably in the direction of the mountains. Upon finding the best path Zeke sprints quickly down it, briefly looking over his shoulder to see if there is anyone pursuing him.
Sensing the danger to his master, Atlas turns and guards the path that Zeke has run down. Zeke tries to call Atlas once with no avail, deciding this is the exact reason he had purchased him, Zeke leaves Atlas to slow his pursuers knowing his nose will find his way back to his master. When the pursuers (if there are any) reach Atlas, Atlas bears his teeth and growls, taking a small step forward to try and get them to back off.
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Atlas:
Initiative: 1d20+3=7+3=10
Intimidate: 1d20-2=7-2=5
Posted by DM-Delfon on Oct 26, 2010, 9:40pm
Your abrupt turn seems to have been expected, because as you spin and begin to sprint away from the soldiers encampment your jaw is met with gauntleted fist. (3 damage) With your jaw clicking as you work the pain out, you hear shouts from your escort to the men guarding the encampment, which in turn leads to more shouts from within the encampment. You can expect an organized pursuit shortly, since these are trained imperial soldiers who are used to moving on short notice or no notice at all.
As Atlas begins to growl and block the road, the soldier that was escorting you toward the encampment draws his longsword. Both Atlas and the soldier square off, but only seem to be sizing each other up. Neither seems to be attacking, only blocking or delaying the other.
Posted by Marcimus on Feb 24, 2011, 12:51pm
Zeke's mind busy with thoughts of what to do next, the labour and pains of running at full speed does not even register in his brain. Winding his way through the streets and alleys Zeke finds himself running down the western pass out of Urutah toward the rocky mountain roads. Once Zeke feels he has made a significant gap between him and his pursuers, he slows to a jog and tries to locate a smaller path that will lead him back around so he can survey the village, and hopefully the guards searching for him.
Atlas blocks the path Zeke had taken, squaring of with the one guard, a low rumble comes from his chest and his lip curl up bearing his sharp canine teeth. After a minute or so Atlas brings the low rumble to his mouth and produces a deep snarl. Satisfied his master is at a safe distance Atlas turns and runs in the same direction Zeke had taken, hoping to reunite with his best friend.
Posted by DM-Delfon on Feb 24, 2011, 5:40pm
The western pass is a couple days travel to the west, however you can easily dodge through the village and head off in any direction to take shelter in the grasslands surrounding the village of Urutah. After a few minutes Atlas rejoins you while you head away from the village, you see him, nose to the ground, sniffing madly, while he follows your scent trail. When he gets close enough to hear/see you he bounds up tail wagging.
After about ten minutes you've found a low hill, and pressed yourself flat near the top of it. Watching back the way you came you note that the guards have broken into several roving patrols of three guards each. Of those patrols two are slowly spreading out in your direction.
Skill Challenge:
I need you to roll 7 skill checks, and explain how they make sense to help you avoid the guards. I will set DC's or roll opposed as appropriate. If you can get 4 successes before you get 4 failures you will avoid the guard patrols and can plot your next move. Failure will mean an encounter with 3 guards.
Posted by Marcimus on Feb 24, 2011, 7:07pm
Seeing the guards coming, Zeke quickly starts to work. Slowly belly crawling back down from the edge of the hill and turning into a crouching walk he reaches the base of the hill. he furiouslt start tearing the grass out of the ground with his hands until there is a foot wide square of barren ground. Pulling both of his waterskins from his belt, he pour the water onto the soil mixing it with his hands to make a thick mud. Once the waterskins are empty he covers all of his body in a thin layer of mud. With what he has left of the mud he covers Atlas so that all his fur is matted down. While the mud is still fresh Zeke does a quick roll through the torn out grass so that it clings to his body.
Now both covered, Zeke slowly creeps out into the grasslands, crouching so he wont be seen. Looking around Zeke tries to find the largest patch of the longest grass and heads toward it. Once he reaches it, and if he hasn't been spotted, he lays flat on his belly in the direction of the guards and has Atlas do the same.
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Stealth (down from hill): 1d20+3= 14+3=17
Disguise (mud): 1d20+0=20(nat)+0=20
Stealth (across field): 1d20+3=3+3=6
Awareness (find hiding spot): 1d20+5=17+5=23
Stealth (hide in grass) :1d20+3=12+3=15
two d20 rolls (not sure what else to roll for): 19 and 3
Posted by DM-Delfon on Feb 24, 2011, 7:36pm
Stealth -> Success, Disguise -> Success, Stealth -> Fail, Awareness -> Success, Stealth -> Success, Random -> Success, Random -> Fail. Overall -> Success!
Over the next several hours you manage to avoid the roving guard patrols. You had a close call when one of the guards fired his bow at you, thinking that you were some sort of mud monster, but your sharp eye managed to spot a niche just big enough for you to squeeze into. You managed to keep perfectly still while the guards looked for both you and the mud monster, until you passed out from sheer exhaustion. Hours later you awoke to the bright morning rays of the sun, and the worst itchy skin you've ever had. Apparently sleeping covered in mud means waking to incredibly dry skin, and totally filthy skin.
Posted by Marcimus on Feb 26, 2011, 9:57pm
Quickly surveying his surroundings from a crouched position, Zeke ponders his next move. His instinct is to flee, because how can one man take on an army? But if he could get more people....surely his fellow villagers aren't being held for some horrible crime. There must be some way to free the villagers, but surely not while the sun is shining brightly in the sky.
If Zeke can't see any patrols still looking for him, he decides his next step will be to sneak back into Urutah, get some supplies and figure out a plan. Moving slowly, with Atlas at his heels, he makes his way back to the last vantage point at the top of the hill and see what is happening in the village. He makes sure to take a wide berth of the main roads and any roaming guards. On the top of the hill he lays on his belly watching the happenings in town, waiting for nightfall.
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Awareness: 1d20+5=15+5=20
Stealth: 1d20+3=17+3=20
Posted by DM-Delfon on Mar 1, 2011, 6:50pm
From your vantage point at the top of the hill, you can see that the village is devoid of villagers. Although you do note a patrol of three guards moving from building to building. After an hour or so that group is replaced by another group of three guards, who also move from building to building. Aside from that the village is pretty boring to watch.
From here you can also see some of the larger features of the guards encampment. The pens where you know your fellow villagers are being held, although you can't make out more than a blur of movement that would be the villagers themselves. You can also see the outlines of several large tents, one of which is encircled by the others. One could assume that the larger tent houses the leader of the soldiers.
Posted by Marcimus on Mar 3, 2011, 9:29am
Zeke does not move from the crest of the hill, only shifting slightly every hour or so to get the blood moving back to his limbs so that they don’t fall asleep. Monitoring the camp closely, he tries to get a count of the soldiers that the Empire has sent and what their intention is with the imprisoned villagers. As dusk approaches Zeke gets ready to move, checking his Morningstar at his hip, he rises into a crouched position.
Moving slowly, trying to only keep his head above the grass, Zeke makes way for the edge of the soldier’s encampment. Waiting for the guard patrol to pass, he continues making a large berth of the village circling around so that he is as close to the penned villagers as possible without leaving the cover of the grasslands. It is here he lays back down with his head poking out of the edge of the grass, making Atlas do the same but keeping the dog completely in cover. Zeke starts to make note of how the Soldiers have set up their perimeter, also taking a closer looks at the villager’s prison, trying to figure out a way to undo the Empire’s injustice.
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Stealth: 1d20+3=20(nat)+3=23
Awareness: 1d20+5=18+5=23
(I am rocking the dice! )
Posted by DM-Delfon on Mar 3, 2011, 9:26pm
(I emailed you a basic text map of what the area looks like.)
You manage to sneak up rather close to the camp on the south-western side. From this location you can see much better, and in a great deal more detail. There are always five guards posted, the outer four focus more on exterior threats, while the central guard keeps his attention on the pens themselves.
You manage to count ten common soldiers, and two commander types, one clearly superior to the other. The superior one spends most of his time in the larger tent, while the other commander type is constantly on the move, checking the guards, prisoners, and supplies. Basically keeping track of the day to day running of the camp, as well as making sure the commander's orders are followed.
Of the other six tents, five seem to be sleeping tents, and one is a storage facility. The soldiers sleep two men to a tent, one man from the morning shift, and the other from the afternoon shift. All the soldiers pull an extra duty each night to cover the patrols of the village. From what you can tell, discipline is very strict here.
The villagers look disheartened, and incredibly sad. Although they seem clean, and they are offered food and water three times a day. You do note that there is nobody in the pens that is around your age or younger however, which seems odd to you somehow.
Posted by Marcimus on Mar 4, 2011, 9:40am
A plan starts to formulate in Zeke’s head, although it is quite risky he thinks it the best option. Slowly creeping from the South-West corner of the camp, Zeke moves through the grass so that he is aligned directly west of the tents. Here he gets Atlas to lay down flat in the grass and, holding out his hand palm open and fingers spread, he gives him the command to stay where he is. Atlas gives out a little whimper sensing his Master’s anxiety.
Zeke closely watches the guards on the western side of the camp while he waits for the darkest time of the night. Once he feels that it is as black as the night will get Zeke moves in a crouched run, trying to stay on his toes so that he makes less noise. At the edge of the grassland he carefully watches the guards until they are not looking in his direction and continues in his crouched run until he is inside the cover of the circle of tents. Here he pauses to make sure he was not spotted.
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Stealth: 1d20+3=10+3=13
Awareness: 1d20+5=11+5=16
Posted by DM-Delfon on Mar 6, 2011, 12:37pm
You carefully study the area, paying close attention to the guards movements. After a while you notice a pattern, and after a few more minutes of study you get a feel for when the best time would be to sneak through between the guards while they are not looking. Popping up on your toes, and running at a crouch you clear the distance from your hiding spot to well within the camps parameter. Unfortunately, the soldiers must have known that this was a weak point in their security, as they scattered dry sticks in the area, and covered them with a loose dusting of dirt to conceal them. The moment you step into the area both guards pivot to face you, and call out, "HALT! Intruder!"
From your place almost between the first two tents you can easily hear the soldiers within the tents springing up, and unsheathing weapons. The shouts of soldiers fill the camp within seconds. Skidding to a stop, you curse your luck and make eye contact with one of the guards that spotted you as he tosses a torch to the ground and draws his sword. Where the torch lands abruptly flares brighter, and you see a line of fire snaking out from the soldier to encircle the encampment.
You find yourself within an encampment of enemies, trapped by a circle of fire. You can hear Atlas running back and forth barking on the other side of the circle of flames. You know from your earlier observations that there are five armed, and armoured men on watch, another two who we're sleeping, the Sargent who was most likely sleeping, and the lieutenant as well. Unless you can find a way to escape the fire, or to even the odds, things are starting to look rather bleak.
( Sorry man, I was going to see where you were going with this, but I rolled Awareness (25(nat), 18). Apparently the dice don't want you to enter the camp. )
Posted by Marcimus on Mar 9, 2011, 5:51pm
Quickly thinking, Zeke tries to discern a solution from his current situation. Figuring there is no way now that he can foil the guards and free the villagers, Zeke decides his best option is to flee. But how to get through the circle of fire is the next question.
Zeke quickly pulls his winter blanket from where it is tied to the bottom of his pack and unfurls it. With all speed Zeke runs straight at the fire, the blanket held out in front of him with both arms, the top corners pinned up by his shoulders with his hands, the rest of the blanket wrapping around his torso and legs and the excess flapping behind him on either side. Once Zeke reaches what he thinks is the opportune spot he leaps, trying to clear the fire and keep the blanket between him and the burning ground. Once he realizes mid-air that he is not going to clear the blaze, he spreads the blanket like a flying squirrel and lands flat on his belly. Quickly jumping up on the blanket he attempts to dive out of the flames once more. If he survives to the other side he pats/rolls out any flames on him.
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Jump: 1d20+1=4+1=5
Jump2: 1d20+1=10+1=11
Dex Check for flying acrobats: 1d20+1=13+1=14
((Also do i still have the 3 damage from the day before, wasn't sure if I recovered any from my restless sleep in the grass lands. My max hp is 12, and I was at 9.))
Posted by DM-Delfon on Mar 10, 2011, 12:53pm
(You would have healed your level + your con mod in HP with your evening in the grassland.)
Moving quickly, you prepare your blanket and start to run toward the fire. Right before you reach the place where the flames leap up, the blanket pulls, and twists around your ankle. In the process of tripping, you leap, but you know the moment you take off that you're not going to make it.
Pulling off some acrobatic twisting, you belly flop hard onto the flaming ground. The whoosh of heat is intense, but your blanket keeps most of your body safe. You spring to your feet and, shake your leg loose from the twisted blanket. Leaping away from the flames, a surge of throbbing pain draws your attention downward. Just as you land outside of both the fire and the enemy encampment, you notice that your left pant leg is smoldering, and you can feel that your skin underneath is burnt. (2 fire damage.)
Patting out the flames, you once again take stock of your situation. The encampment is still encircled with flames, although you can already see that whatever accelerant they used to set the blaze is starting to burn up. Before too long the flames will die down allowing the guards to pursue you without risking the heat. You also notice the silhouette of several armed men along the inside of the fire, and then you hear a shout for crossbows...
Posted by Marcimus on Mar 10, 2011, 3:29pm
Zeke cringes at the pain as he pats out the flames on his leg. Realizing that any attempts he makes to free the villagers is going to be futile and probably create more problems for them, or worse mortally endanger himself. Zeke takes one last look at the flames and one last look at his home, and turns and runs at full speed away from the soldiers and Urutah.
Once finding his stride, and almost falling into a trance listening to his laboured breathing and feeling the constant beat of his feet hitting the ground, Zeke tries to formulate a plan. He decides he is going to try and take refuge among the Scaal. He knows that there is fair trade happening between Urutah and the Scaal, he decides he will at least stop there to rest during the day, and figure out his next step. Zeke continues in a run for as long as he can take it, and slows to a fast walk when his muscles cannot take the strain any more.
Posted by DM-Delfon on Mar 20, 2011, 3:52pm
(I should mention that you earned 300xp for your encounter with the wounded drunkard outside the tavern, and a further 300xp for the skill challenge you passed before.)
Time for another skill challenge. The enemy soldiers want to catch you, and you want to avoid them. 4 successes before 4 failures (all at DC 15) will get you a victory. Your first attempt must be a Constitution check (1d20+con mod). Other than that you can choose anything you like, as long as you can explain how it makes sense in a situation where you're escaping from a large group of armed men. (On a pass this will be worth 300xp, fail will be worth 150xp.)
Posted by Marcimus on Mar 23, 2011, 5:31pm
1d20+(Con)=8+2=10
Awareness to keep to the longest grass: 1d20+5=20(nat)+5=25
Bluff to feint while running: 1d20+4=8+4=12
Awareness to find shadows: 1d20+5=4+5=9
Search to find a hiding spot: 1d20+1=2+1=3
=FAIL
Posted by DM-Delfon on Mar 24, 2011, 4:40pm
You keep to the longest grasses while making your escape. Using the sheer cover provided by the long grasses, you easily avoid the first few three man guard patrols you encounter. Knowing they would be tracking you as well, you attempt to circle around to leave multiple sets of tracks leading in different directions. However, while you were finishing your last double back, one of the patrols spotted you! Quickly scanning the area, you can't seem to find anywhere worthwhile to hide. The only escape seems to be an outright foot race, and you manage to outrun them for about a minute. Legs burning, lungs aching you're forced to stop before your heart pounds it's way out of your chest. Breathing deeply to recover as best you can, you make ready for the ensuing combat.
The three guards form a loose line, with about ten feet between each man. Long swords in hand they slowly advance, still panting from the exertion of catching up to you in the first place.
Roll Init, soldiers have 21.
Posted by Marcimus on Mar 25, 2011, 8:26am
Zeke stands at his full height, a towering 6'4", trying to look as imposing as possible. Atlas by his side doing the same, his hackles raised, barking incessantly at the guards and taking a slight step forward and baring his teeth at any guard that steps forward. Hoping that no guard recognizes him covered in mud and grass, Zeke decides he will try to look feral as well. Hoping to get more time to catch his breath before making another run for it, from his belly he creates a low guttural growl, and then in cue with Atlas he starts barking as well.
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Initiative: 1d20+1=20(nat)+1=21 (the only roll I needed to beat their's )
Intimidate: 1d20+4=6+4=10 (not sure if Atlas can assist in this but I would like it to be a joint effort)
Posted by DM-Delfon on Mar 25, 2011, 11:58am
The soldiers don't seem that effected by your growling, and barking. The soldier on the left says quietly to the others, "I think he's light-blighted, be careful bo-." The middle guard silences him mid-sentance with a dark glare, before turning his attention back to you. With his voice sounding of pity, he says, "Surrender, it's your only real choice. We don't want to have to hurt you, but we will if we must." The three guards move forward a few paces, closing the gap between you to only five feet. The two outside guards move a further five feet, so that the three of them form a triangle with you in the middle of the bottom line.
G
G AM G
Posted by Marcimus on Mar 29, 2011, 2:31pm
Zeke already knows that he is not going to surrender, he does not want to be penned like a farm animal just as the other villagers were. Rolling forward onto the balls of his feet and slightly crouching, Zeke pounces. He attempts to drive his shoulder into the guard's chest that is standing to his right, and wrap is arms around him and a tight bearhug.
As Zeke pounces into a grapple with the one guard Atlas turns with his back to Zeke and continues to bark and growl at the other two guards, ready to attack if they make a move toward his friend. This is what Atlas was trained for, guarding his master.
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Melee Touch Attack: 1d20+6=19+2=21
Grapple Check: 1d20+6=20(nat)+6=26
Damage (lethal): 1d3+2=3+2=5
Posted by DM-Delfon on Apr 2, 2011, 6:59pm
Even though the soldiers seemed like they we're ready for anything, your sudden burst of speed startles them. You manage to close the distance between you and your target in a heartbeat. As the soldier raises his weapon to defend himself, you duck under his arm, and pivot in behind him, twisting his arm backward painfully.
Atlas bounds forward and growls, which only causes the guards a moments pause, before they raise their weapons and lash out at your faithful companion. Atlas sinks his teeth in deep into the leg of one guard, which causes him to stagger back, his weapon going wide. Unfortunately, this leaves the other guard enough time to line up a solid hit to the back of Atlas' head. (7 points of damage) The soldier you're grappling struggles in your grasp, twisting around in an attempt to free his arm. (Escape, DC 22)
Atlas Attack: 20 (nat) + 2 = 22
Atlas Confirm: 12+2 = 14 (fail)
Atlas Damage: 3 + 1 = 4
Posted by Marcimus on Apr 3, 2011, 9:35am
Zeke tries to hold the guard in place, but as he peers over the guard's shoulder and sees Atlas take a brutal blow to the head Zeke's grip slips for a moment and the guard breaks free. Quickly Zeke reacts and tries to lunge in again and maybe break the guard's ribs this time.
Atlas gives his head a quick shake to try and clear his head after being hit. He quickly recovers and readies himself to attack again, going into a feral state at the smell of the blood he has drawn from the one guard.
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Opposed grapple: 1d20+6=8+6=14
Touch Attack: 1d20+2=12+2=14
Grapple:1d20+6=2+6=8
(If applicable)Damage:1d3+2=3+2
(I will let you continue to roll for Atlas if that is okay?)
Posted by DM-Delfon on Apr 4, 2011, 12:07pm
The soldier twists free of your hold, and brings his weapon up, and you drop your head down and charge like a bull, driving your shoulder hard into his ribs, and hear all the air rush out of his lungs. Landing hard on the ground on top of the soldier, you can clearly hear him wheezing. The soldiers arms and legs are constantly writhing, but the fight has left him. (K.O.)
Atlas, for his part seems to be focused on his target. Having already sunk his teeth into the man, Atlas begins to shake his head side to side violently. The man screams in pain and drops to the ground clutching his maimed leg.
The final soldier sees the situation, and takes a step back, raising his hands, "Alright, alright, call off your dog Mr. You're free to go. You better hurry, the other patrols are still looking for you."
Atlas Attack: 19+2=21
Atlas Damage: 4+1=5
Congratulations on your victory 450xp.
Posted by Marcimus on Apr 4, 2011, 2:37pm
Zeke stands tall after laying the guard flat. He gives a short quick whistle and Atlas releases the other guard's thigh. Zeke takes one step forward, fury still in his eyes, and then opening his mouth wide he releases a loud deep bark. With one last look at the guard, Zeke winks and turns around and leaps into his long stride, on the run again.
While in his run Zeke looks up at the stars to try and get his bearings and head in the direction of the Scaal caves. Zeke's run quickly turns into a jog as his muscles burn, the last fight although short still put a large strain on his body. Throwing around a drunkard definately takes a lot less effort than tossing around a trained soldier. Although Zeke is unhappy with his situation, he is happy to know he can hold his own against a trained fighter.
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Survival: 1d20+?=3+?=3ish
(Character Sheet Not Available at the Moment)
Posted by DM-Delfon on Apr 5, 2011, 3:45pm
You make your way toward the mountains, and travel until you're completely exhausted. Although you're sure the soldiers will attempt to track you once the sun rises, you still feel confident that you've escaped their clutches for what's left of the night. When the sun does rise in the morning, you realize that you were headed south-east, rather than straight south. Although you didn't head in exactly the right direction, you don't think that it will add too much time to your journey to the Scaal caves.
After a couple further days of traveling south, avoiding the occasional patrol of soldiers, you spot the opening in the rock face that is the entrance to the network of caves that make up the Scaal's home. Even from this distance however, you can see at least two humanoid figures standing outside the entrance. This wouldn't be out of the ordinary, except these men are wearing armour, and the Scaal typically do not...
Posted by Marcimus on Apr 6, 2011, 8:42pm
Zeke pauses in his tracks. 'What now?' he thinks to himself. His curiosity gets the best of him, he would die to get inside to a warm bed. Crouching down low in the grass he decides it might be best to wait until nightfall before getting any closer, he cannot risk getting caught again by the Empire. Once dusk approaches Zeke slowly starts to wind his way forward to the entrance of the cave, trying to remain unnoticed but get a closer look at who is guarding the cave entrance.
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Stealth: 1d20+3=11+3=14
Awareness: 1d20+5=20(nat)+5=25
Posted by DM-Delfon on Apr 10, 2011, 1:12pm
You move as quietly as you can, sneaking within a hundred feet of the entrance, and finding a nice vantage point overlooking the entrance. While you wait for the sun to set, you catch a few glimpses of armoured feet peeking out of the shadows inside the cave. Every few hours the guards rotate to get out of the sun. You guess that's because there's no cover anywhere near the cave entrance, and standing armoured in the sun all day can't be the most comfortable situation to be in. Although, you've been in some rather uncomfortable positions since your return from the mountains. Your guess is that there's at least six men stationed at the entrance, and who knows how many more inside the caves themselves.
Posted by Marcimus on Apr 14, 2011, 2:50pm
Once Zeke is sure that the night's darkness will cover his movements, he lifts himself from his crouched position and stretches his legs. Deciding that the presence of the guards at the mouth of the cave is probably a sign that he would not be safe with the Scaal. Zeke starts to wander away from the cave, lost in thought as to what to do next. His mind naturally goes back to the villagers of Urutah, a deep guilt knoting his stomach, feeling responsible somehow for their misfortune. From this his mind goes to the fight he just had with the guards, and for some reason a deep joy fills him when he thinks back on that battle, and future battles to come, it seems this is what he was meant to do.
With a renewed vigour Zeke walks for a couple hours into the night before making a bed in the grass. He sticks close to the Mountain's edge, hoping to maybe find an old goat path or some other passage through the mountains that the soldiers have overlooked.
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Awareness: 1d20+5=7+5=12
Posted by DM-Delfon on Apr 15, 2011, 4:31pm
Although you don't manage to find a goat path into the mountains, you do find a great little place to camp. Lush grasses, and a nice tree overhanging the area. In the middle of the night you're awakened to a light thumping sound. Starting awake, you grab your weapon and prepare for a fight. When the haze of sleep has left your eyes, you see Atlas laying on his back with a humanoid figure hunched over, rubbing his belly.
Once the figure notices that you're awake, they turn to face you, and the dying light from your fire lights up their face. You recognize the woman's face at once, as soon as you see that warm, motherly smile. Old Lady Medilian nods, "About time you noticed I was here Ezekeial." She goes back to patting Atlas, while you gather yourself for late night company.
Posted by Marcimus on Apr 20, 2011, 2:49pm
Zeke lays his weapon back down beside his makeshift bed. Taking a couple deep breaths he calms his racing heart. Upon feeling relaxed again, Zeke sits back down leaning back on his palms while his knees are raised in front of him and his feet flat on the ground. Finally a smile emerges across Zeke's face, "You don't know how glad I am to see a friendly face, you have no idea what I've been through...." Zeke rants for ten minutes, telling Old Lady Medilian all about what has happened since he spotted the camp from up in the mountains. Wearing his emotions on his sleeve, his mind still foggy from sleep, he shows a heavy remorse for leaving the village behind, and a deep pride when talking about defeating three soldiers with his bare hands.
After finishing he sits in silence for a moment, taking a second to control his mind from wandering back to the events of the past couple days, and focuses on his unexpected guest. "Now, if you don't mind my asking, what the heck is going on? Do you have any idea? I assume since you were not penned in with the other villagers you were not around for the Empire taking over Urutah?"
Posted by DM-Delfon on May 8, 2011, 9:20pm
Old Lady Medilian listens intently to your tale, asking questions at various times to extract more detail when needed, or to clarify something that could be taking in more than one way. When you've finished she doesn't speak for a long while, so long in fact that you wonder if she was even paying attention, then abruptly she says, "You have done well Ezekeial. Quite well in fact. So well that I believe you should be rewarded. First however, I think I should answer your questions." She composes herself, and than explains how a group of young folk from the village discovered the soldiers intentions within the valley. How the soldiers are here to kill anyone under the age of twenty. "Now I know that this news must come as quite a shock, but I need you to stay focused. In the morning when you wake up, I'm going to let you in on a secret. After that, I want you to escape this valley before the Empire has a chance to fully lock it down. The Skaal caves are out, as the soldiers have already secured that exit. Both passes are like wise sealed. Do you have any questions?"
Posted by Marcimus on May 17, 2011, 3:15pm
"Just one, how am I supposed to get out of here? If all the main routes out of the valley are blocked, how am I supposed to get out, do you know of any not so well known paths through the mountains?" Zeke leans back onto the palms of his hands, looking over his shoulder at the Mountains that are looming over their camp. Once Zeke has gotten his answer he bids Old Lady Medilian good night and falls back to sleep.
Posted by DM-Delfon on May 21, 2011, 11:20am
Old Lady Medilian smiled, showing teeth before she slowly formed words, "There may be a way..." Trailing off she tapped her finger on her chin a couple times, before she added, "Yes, there is a way, up through the mountains." Her face clouded, "but the way will be very hard, and dangerous. Hard because of the weather, it's quite cold in the high passes. You will need to protect yourself from the cold up there. Dangerous because of the Traals, the Traal are twice the size of a man, and very strong. They should be avoided." She goes on to explain where the winding path is located, and which route to take once up into the passes.
Posted by Marcimus on May 25, 2011, 2:53pm
Zeke listens intently, trying to memorize all the instructions every little detail. Intrigued and terrified about the Traal all at the same time, Zeke figures he should learn more, "These Traal you speak of, what are they like? Do they have any weaknesses? Are they smart and cunning or daft and dim-witted? Obviously they must be strong and full of grit to live up in these Mountains." Zeke motions with his thumb over his shoulder to the giant rockwall beside them.
Posted by DM-Delfon on May 29, 2011, 6:08pm
Old Lady Medilian again takes a long time to answer. She almost seems like shes listening to another conversation that you can't hear, head tilted to the side, and eyes half closed with focus. As before however she picks up the conversation, without seeming to notice the lapse in conversation, "The Traal are quite strong, and rather healthy, but they are not much smarter or wiser than the people of Urutah. Their biggest weakness is the sun, they loathe the sun. So if you travel by day, you shouldn't even see a Traal. They believe strongly in family, and if one of their kin is slain, you can expect the rest of the family to hunt down those that brought the violence. They're also remarkably touchy about their statues. I've heard tell of groups of Traal hunting down a man that smashed a statue of a Traal while felling wood in the mountains."
Posted by Marcimus on May 30, 2011, 3:34pm
Zeke traces his moustache with his index finger and thumb. He starts to realize how long he has been out here, as his neatly trimmed moustache has turned into a rough beard. He forces himself to focus on what Old Lady Medilian is saying, knowing it is going to probably be important knowledge in the future, but focusing seems a struggle as his exhaustion presses down on his mind. Once she finishes talking Zeke speaks through a yawn, "I am sorry but you are going to have to excuse me, I need to catch a nap before sunrise or I feel I will be in rough shape for my travels tomorrow. You said you were going to be here in the morning, so we can continue our conversation then."
Zeke crawls over to his sleeping pad eager to crawl back under the covers and into the warmth. Just as he is about to crawl in, he realizes he has almost forgot his manners in his stupor, he stands to his feet and extends his arm to his bed. "You can sleep here and I will sleep with Atlas, excuse my manners." Zeke signals Atlas over and commands him to lie down, once Atlas is on the ground, Zeke lays down beside him and rests his head on his companion's side. "Good Night."
Posted by DM-Delfon on Jun 1, 2011, 9:10pm
As soon as Old Lady Medilian realizes what you intend, she holds up a hand, palm out in the 'stop' gesture and says "Keep your bed, I will return just after dawn. I have a couple other other places to visit within the valley tonight." With a long sigh, she slowly makes her way to her feet. Once standing, she walks over and places a hand on your shoulder gently pushing you back into your bedroll. Once settled, she walks off into the night and you hear a faint, "Sleep well Ezekeial" as she fades from sight. Moments later, a surge of bright multi-coloured light dances across the trees in the direction she walked. If you choose to investigate, you find not a trace of her beyond where you last heard her speak.
Posted by Marcimus on Jun 3, 2011, 10:37am
Once Old Lady Medilian pushes Zeke back into his bedroll, he bids her good night, rolls onto his side and closes his eyes letting his mind escape to a dream filled land. It seems like he has just fallen asleep when he is awaken by the bright morning sun in his eyes. Pulled from a dream about him and his sister playing when they were kids, he can't help but keep thinking about his family. Longing to be back with them and the comforting feeling that always accompanied their presence. Then he starts to panic, remembering what Old Lady Medilian had said about the soldiers being in the valley to kill anyone under the age of twenty, his sister is well under twenty and far in the East visiting his aunt. How is he supposed to warn them? Have they already found and killed his sister? An overwhelming feeling of urgency makes him rise quickly to his feet and shove his belongings into his pack. Ready to get going and find his sister, Zeke looks around for Old Lady Medilian.
Posted by DM-Delfon on Jun 4, 2011, 6:57pm
Looking around your camp, you see nothing out of place. Everything is exactly as it was last night when you went to sleep. Scanning your camp in more detail, you can see no sign to indicate the presence of Old Lady Medilian. You finish preparing for your trip into the mountains, gathering your belongings and breaking camp. Looking around one last time for Old Lady Medilian, and you're so surprised to see her sitting cross-legged on the ground beside Atlas, that you drop your water skin.
Posted by Marcimus on Jun 7, 2011, 12:07pm
Retrieving his water skin from the ground, Zeke ties it back around his belt from the rope attached to its neck. Looking at Old Lady Medilian with wonderment Zeke utters, "You know for someone they call 'Old Lady" you are quite stealthy, I didn't even see you enter camp." Zeke puzzled look stays on his face for a minute before it turns to a stern serious look. "I know you had mentioned you wanted to talk to me this morning, but can we make it quick? I need to get going, my sister is far in the East and I am worried the soldiers have found her. If not I need to get to her and get her to safety."
After weeks of planning and packing your Mother and Sister have finally gone on their trip out East to visit your Aunt. You must have heard your Mother say, "Window shopping at all the best stores in the Empire." about a thousand times. With the ladies out of the house your Father has pretty much given you the run of the place. "As long as it's all clean when your Mother gets back, you can do whatever you like. Think of this as a practice run for when you have your own place." With that your Father went on a hunting trip to The Wilds with a couple of his buddies.
Two weeks after you were left to your own devices, you were feeling a little bored, like something was missing from your life. With another two weeks to go before your Mother and Sister were due back, you decided to go on one of your exploring excursions. Looking back across the Valley from a ridge some three hundred feet above the ground, you notice something out of the ordinary. There seems to be some sort of camp not to far from the Village, and the Village itself seems to be smoking more than it should...
Posted by Marcimus on Sept 24, 2010, 5:07pm
Standing on the small footpath overlooking the village Zeke turns and kneels beside his best friend Atlas, a large furry Mutt, to look back on his home. Upon seeing the camp and smoke Zeke is perturbed, "What the?..." Zeke goes from a crouching position to a dead run in a flash, in leaps and bounds he is on his way down the ravine. On his approaching the village he takes a closer look at the village to see if he can see exactly where the smoke is coming from.
Upon seeing the origin of the smoke Zeke quickly calculates in his head the quickest path to get there and help. With Atlas close at his heels Zeke is at a full sprint toward the fire. Zeke is watching the houses and shops pass by, everything seeming to be happening in slow motion, 'What has disturbed the peace in quiet Urutah... that camp.... what's going on?' Just a Zeke gets lost in thought the smell of smoke brings him back to reality.
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Awareness:(1d20)+5=(7)+5=12
Posted by DM-Delfon on Sept 25, 2010, 6:21pm
You run as fast as you can until your lungs feel like they will burst, and your heart slams against your chest hard enough to hurt. Slowing your pace, you continue toward Urutah. After a few hours of travel you exit the mountain range and scan the open plain before you, taking careful note of the village. The smoke seems to be back to normal, but the camp seems more lively than before.
Did you want to approach the village or the camp from this point?
Posted by Marcimus on Sept 27, 2010, 9:00pm
Quite perplexed Zeke does not know what to make of the scene before him. He could of swore he seen and abundance of smoke. 'Must have just been a brush fire or something,' he thinks to himself. Crouching and petting Atlas, Zeke tries to decide what to do next.
Finally concluding his thoughts, Zeke makes his way toward The Boar's Tooth Inn. 'It will be much easier to figure out what's going on once I talk to Niome, she seems to always have the latest Gossip.' Zeke's feet fall against the padded earth with purpose, making his way through the village of Urutah he finds his destination. Grasping the brass handle his hairy hand turns the knob and swings open the door, stepping through the threshold he scans the Inn for Niome.
Posted by DM-Delfon on Sept 28, 2010, 6:54pm
When you arrive at the village, you note that the streets of Urutah are completely empty. Although that doesn't happen often, it does happen from time to time, so it doesn't strike you as all that unusual. Normally the streets are empty the evening before a big harvest, or the night after one of the major festivals, of which tonight is neither.
After a few streets, you become aware of a few more things that taken alone wouldn't bother you, but when added together they begin to point to something more ominous. A discarded tool on the lawn here, a knocked over chair there. Finally you see the reason for the smoke earlier, the Light Shrine is nothing but a charred timber outline of what was once a proud community meeting place.
Quickening your pace toward the Boar's Tooth on your quest for answers, you reach the old door, a small area worn smooth in the planks where countless hands have pushed against the aging wood to open the never locked door. Using the brass handle as you always do, you twist and push only to find that for the first time in your memory the door is locked.
Posted by Marcimus on Sept 28, 2010, 9:30pm
'This is odd..." Zeke looks around in the streets, feeling as though someone is watching him. In doing so he continues turns back to the door, he knocks. Waiting for an answer he meanders over to the front window to peer in and see if he can spot someone coming to answer his knock.
While his physical body wanders to the window of his familiar home away from home, he can't help but feel a sense of unfamiliarity. 'Something is wrong...' Zeke can't help but think to himself. Wiping away the fog on the glass of the window he looks for a familiar face.
Posted by DM-Delfon on Sept 30, 2010, 4:20pm
The only face you see that is familiar is your own, reflected in the glass with the last fading rays of the sun as it slips behind the mountains that encircle Urutah. Sunsets here are very quick, and in a few minutes it will be quite dark in the village. Knocking again, a bit more forcefully this time gets you the same response as before. Which is to say, no response. A minute later, after circling the building and seeing no signs of life within. Loosing hope of finding your answers here, you're about to give up and look somewhere else, when you hear the back door to the tavern open. The familiar scuff of wood on wood, as the misaligned door scrapes across the floor.
Posted by Marcimus on Sept 30, 2010, 6:46pm
On hearing the back door open, Zeke quickly reshoulders his pack and heads for the rear of the Inn to see if he can catch Niome or Feldman. "Hello! It's Zeke!" Zeke yells loudly as he is about to round the first corner, hoping whoever is out back will hear him and leave the door open. The last place he wants to be right now is by himself in the ominously empty street.
Zeke rounds the first corner and as he extends his stride in haste, his left foot slids back on the dewy ground and he stumbles. Quickly regaining his composure he sprint for the back door, as though something or someone is chasing him. As he approaches the last corner of the building he slows to a canter, and on rounding the corner he slows to a walk. Ashamed of his shaken nerves, he does no want anyone to see him as something other than the burly surly face he puts on at the bar.
Posted by DM-Delfon on Oct 2, 2010, 9:06pm
At the sound of your shout, you hear a loud crash. It sounds as if someone just fell into or knocked over the empty kegs that are stored behind the building. As you slip your way around the first corner you hear a muffled curse, but you can't place the voice. Rounding the next corner the sounds of falling kegs mixed with the unmistakable sound of retching can be heard. Finally, after you compose yourself and make the last corner you can see someone on their hands and knees, facing away from you. In front of them is a large puddle of slightly frothy liquid, mixed with stomach contents. A moment later the man's back arches as he retches again, the puddle in front of him rippling slightly as a few drops of bile dribble from his unseen lips. Clearly he managed to empty his stomach the first time, and now he's only managing to dry heave. You notice one last thing as you look down at the man. One side of his head is matted with blood, and the ear on that side of his head is mangled from repeated blows.
Posted by Marcimus on Oct 3, 2010, 10:19am
When Zeke first sees the man in the back vomiting he feels no pity, he has seen this many times before, some idiot has yet again drank himself past his limit. As Zeke approaches and is close enough to see the wound on the side of the man's head, Zeke changes course from avoiding the stranger and heading for the back door to just stopping in his tracks and staring at the gaping wound on the man's head.
After a few moments Zeke brings himself to speak, "You alright mister? You got a pretty nasty cut there, you should probably go see Old Lady Medilian...those wounds don't really heal themselves."
Posted by DM-Delfon on Oct 3, 2010, 11:21am
Glancing back over his shoulder, still on hands and knees, the man wipes his chin on the back of his hand and manages, "Am I alright he says. Pretty nasty cut there he says. Another village idiot. I hate you Light blasted hicks." Struggling to his feet, using the toppled kegs for support the man turns to face you. He wears polished chain mail, with a Imperial tabbard. The tabbard has vomit stains down the front, and is a little travel worn, but otherwise seems in good condition. Hanging from his left hip is a long sword, and judging by the way the soldier is standing, even drunk he seems to know how to use it. Now that you can get a good look at the soldiers face, you can see the the eye nearest the wounds on his head has swelled shut, and has the tell-tale darkening of a black eye to come.
"Old Lady Medilian ran off to the south with a group of locals, so it looks like your piss ant village is in need of a new healer." Stepping forward, swaying slightly, hand dropping to sword hilt, the soldier continues, "Where have you been hiding? This dung heap was searched from top to bottom, and I don't remember you in the line-ups."
Posted by Marcimus on Oct 3, 2010, 10:41pm
"I know your an Imperial soldier and all, but where do you get off calling my home a dung heap? You think your all high and mighty, but look at you on your hands and knees vomiting in the gutter, and by the looks of it the training isn't good enough in the Imperial army. Bested by a... what did you call us... hick I assume, we don't have to put up with your crap."
Zeke squares his shoulders, readying himself for the likely attack, and slowly approaches the warmonger to within 5 paces. And walking out from behind his tree trunk legs is Atlas, sensing the hostility he walks beside Zeke slighty baring his teeth and growling in a deep hum.
Intimidate: (1d20)+4:3+4=7
Initiative: (1d20)+1: 13+1=14
Posted by DM-Delfon on Oct 5, 2010, 11:50am
The mans eyes narrow at your defiance, speaking through gritted teeth, he says, "You didn't answer my question." Cracking his neck, first to the left and then to the right, he adds with a sneer, "Your home is a dung heap. Nothing but a back-water collection of shacks." Gesturing with his free hand to his wounds, he continues, "As for this, one of you inbred bastards attacked me from behind while I was dealing with another situation." Glancing down at Atlas, then back up at you, "Best you control both your tongue, and your mutt before either one of them gets you into more trouble than you can handle. Now, where were you hiding that we didn't collect you before?"
Posted by Marcimus on Oct 7, 2010, 8:39pm
Zeke reaches down and touches Atlas on the neck and the growling stops.
"Up in the mountains. What does it matter to you? What do you need with me?" Zeke, frustrated with this arrogant soldier, wears his heart on his sleeve asking questions with a hurried disgruntled tone. Zeke starts to peer over at the back entrance to the Inn, hoping and praying Niome or Feldman will come out and explain that he is just a bartender and save him from this man.
Posted by DM-Delfon on Oct 8, 2010, 11:59am
The mans eyes narrow, boring into as if they can see into your soul. You can feel him weighing your every word for any attempted deception. He already seems more focused than before. Whether it's because he just threw up, or because of your potentially hostile situation you can't be sure. "The mountains eh? Stop asking questions, if anybody is asking questions it will be me. Now, how old are you? Were you born here?"
Looking past the man at the inn, you can see no signs of life within. There are no lanterns lit, and the chairs are still down as if nobody closed up the bar, and swept the floor last night.
Posted by Marcimus on Oct 12, 2010, 9:32pm
Zeke crosses his arms subconciously in discomfort, "Nineteen, what's it matter? Oh right... no questions." Zeke responds sarcastically. "I wasn't born here, we moved here a couple years ago from Fringe Point Castle, nasty little place that was." Zeke's eyes shift back to the door and then up to the sun, 'Where is everyone?' he thinks to himself. "I know you said no questions, but the least I deserve is a little explanation as to what is going on." By this point Zeke's voice is filled with frustration and a little contempt. "There is no one at the bar, which rarely happens, and now I am getting hammered with questions by an Imperial Guard. A little out of the ordinary I think. I answered all your absurd questions, I think you can at least answer one of mine, what is going on?"
Posted by DM-Delfon on Oct 15, 2010, 9:24pm
The soldier tilts his head back slightly, clearly thinking about what you've said. Although he doesn't take his eyes off you for a second, forever ready to defend himself if needed. Under his breath he seems to be thinking out loud, but you manage to figure out most of what he's saying to himself, "The age fits, but the location's off. I wonder if that matters?" Lowering his head again, he seems to have come to a decision, "You're going to have to come back to my camp and speak with the Lieutenant. The answers to the questions you shouldn't have asked can be found at the camp." Stepping forward and extending a hand, palm up, in the 'right this way' motion. He seems to want you to head toward the east, where you saw the camp outside town.
Posted by Marcimus on Oct 20, 2010, 9:37pm
Zeke races through a bunch of options in his head, but figures it is best to just do what the soldier tells him. Zeke heads of with Atlas at his heel, winding his way through Urutah towards where he had seen the camp. Zeke leads the way until the near the camp, he then shortens his gait and moves back to the heel the Imperial soldier. Once entering the camp Zeke lets his chaperon lead the way while he observes his surroundings. 'Why would there be a camp of the Imperial Army in Urutah. And what the hell would they want with me?'
Eventually they reach their destination, "About time for some answers." Zeke speaks aloud to himself. Realizing he had spoken his thoughts aloud, he turns and glares at his escort purposefully.
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Awareness: 1d20+5=15+5=20
Posted by DM-Delfon on Oct 21, 2010, 5:39pm
The soldier keeps you in front of himself until he reaches the 'gates' of the camp. No more than two soldiers standing to either side of the worn grass leading into the encampment. About 100ft from those gates your keen vision allows you to see that many, if not all the people from your village are sitting or standing in several roughly made pens. For the most part they look confused, dismayed or hopeless. You can see that several people are laying across other people's laps, clearly wounded in whatever took place while you were in the mountains.
At the moment you notice these things, you're still 100ft from the two guards beside the path, and you haven't had a chance to say the things quoted in your last post. I thought I would give you a chance to react before thrusting you into that situation.
Posted by Marcimus on Oct 24, 2010, 7:16pm
At seeing his fellow townspeople herded and penned, Zeke realizes that he won't like whatever answers he is going to find here. Quickly turning on his heel, he bursts into a full run away from his escort. Zeke bustles his way down the street with Atlas pacing his strides beside him. Zeke looks for an alley or narrow path just wide enough to fit a person, preferably in the direction of the mountains. Upon finding the best path Zeke sprints quickly down it, briefly looking over his shoulder to see if there is anyone pursuing him.
Sensing the danger to his master, Atlas turns and guards the path that Zeke has run down. Zeke tries to call Atlas once with no avail, deciding this is the exact reason he had purchased him, Zeke leaves Atlas to slow his pursuers knowing his nose will find his way back to his master. When the pursuers (if there are any) reach Atlas, Atlas bears his teeth and growls, taking a small step forward to try and get them to back off.
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Atlas:
Initiative: 1d20+3=7+3=10
Intimidate: 1d20-2=7-2=5
Posted by DM-Delfon on Oct 26, 2010, 9:40pm
Your abrupt turn seems to have been expected, because as you spin and begin to sprint away from the soldiers encampment your jaw is met with gauntleted fist. (3 damage) With your jaw clicking as you work the pain out, you hear shouts from your escort to the men guarding the encampment, which in turn leads to more shouts from within the encampment. You can expect an organized pursuit shortly, since these are trained imperial soldiers who are used to moving on short notice or no notice at all.
As Atlas begins to growl and block the road, the soldier that was escorting you toward the encampment draws his longsword. Both Atlas and the soldier square off, but only seem to be sizing each other up. Neither seems to be attacking, only blocking or delaying the other.
Posted by Marcimus on Feb 24, 2011, 12:51pm
Zeke's mind busy with thoughts of what to do next, the labour and pains of running at full speed does not even register in his brain. Winding his way through the streets and alleys Zeke finds himself running down the western pass out of Urutah toward the rocky mountain roads. Once Zeke feels he has made a significant gap between him and his pursuers, he slows to a jog and tries to locate a smaller path that will lead him back around so he can survey the village, and hopefully the guards searching for him.
Atlas blocks the path Zeke had taken, squaring of with the one guard, a low rumble comes from his chest and his lip curl up bearing his sharp canine teeth. After a minute or so Atlas brings the low rumble to his mouth and produces a deep snarl. Satisfied his master is at a safe distance Atlas turns and runs in the same direction Zeke had taken, hoping to reunite with his best friend.
Posted by DM-Delfon on Feb 24, 2011, 5:40pm
The western pass is a couple days travel to the west, however you can easily dodge through the village and head off in any direction to take shelter in the grasslands surrounding the village of Urutah. After a few minutes Atlas rejoins you while you head away from the village, you see him, nose to the ground, sniffing madly, while he follows your scent trail. When he gets close enough to hear/see you he bounds up tail wagging.
After about ten minutes you've found a low hill, and pressed yourself flat near the top of it. Watching back the way you came you note that the guards have broken into several roving patrols of three guards each. Of those patrols two are slowly spreading out in your direction.
Skill Challenge:
I need you to roll 7 skill checks, and explain how they make sense to help you avoid the guards. I will set DC's or roll opposed as appropriate. If you can get 4 successes before you get 4 failures you will avoid the guard patrols and can plot your next move. Failure will mean an encounter with 3 guards.
Posted by Marcimus on Feb 24, 2011, 7:07pm
Seeing the guards coming, Zeke quickly starts to work. Slowly belly crawling back down from the edge of the hill and turning into a crouching walk he reaches the base of the hill. he furiouslt start tearing the grass out of the ground with his hands until there is a foot wide square of barren ground. Pulling both of his waterskins from his belt, he pour the water onto the soil mixing it with his hands to make a thick mud. Once the waterskins are empty he covers all of his body in a thin layer of mud. With what he has left of the mud he covers Atlas so that all his fur is matted down. While the mud is still fresh Zeke does a quick roll through the torn out grass so that it clings to his body.
Now both covered, Zeke slowly creeps out into the grasslands, crouching so he wont be seen. Looking around Zeke tries to find the largest patch of the longest grass and heads toward it. Once he reaches it, and if he hasn't been spotted, he lays flat on his belly in the direction of the guards and has Atlas do the same.
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Stealth (down from hill): 1d20+3= 14+3=17
Disguise (mud): 1d20+0=20(nat)+0=20
Stealth (across field): 1d20+3=3+3=6
Awareness (find hiding spot): 1d20+5=17+5=23
Stealth (hide in grass) :1d20+3=12+3=15
two d20 rolls (not sure what else to roll for): 19 and 3
Posted by DM-Delfon on Feb 24, 2011, 7:36pm
Stealth -> Success, Disguise -> Success, Stealth -> Fail, Awareness -> Success, Stealth -> Success, Random -> Success, Random -> Fail. Overall -> Success!
Over the next several hours you manage to avoid the roving guard patrols. You had a close call when one of the guards fired his bow at you, thinking that you were some sort of mud monster, but your sharp eye managed to spot a niche just big enough for you to squeeze into. You managed to keep perfectly still while the guards looked for both you and the mud monster, until you passed out from sheer exhaustion. Hours later you awoke to the bright morning rays of the sun, and the worst itchy skin you've ever had. Apparently sleeping covered in mud means waking to incredibly dry skin, and totally filthy skin.
Posted by Marcimus on Feb 26, 2011, 9:57pm
Quickly surveying his surroundings from a crouched position, Zeke ponders his next move. His instinct is to flee, because how can one man take on an army? But if he could get more people....surely his fellow villagers aren't being held for some horrible crime. There must be some way to free the villagers, but surely not while the sun is shining brightly in the sky.
If Zeke can't see any patrols still looking for him, he decides his next step will be to sneak back into Urutah, get some supplies and figure out a plan. Moving slowly, with Atlas at his heels, he makes his way back to the last vantage point at the top of the hill and see what is happening in the village. He makes sure to take a wide berth of the main roads and any roaming guards. On the top of the hill he lays on his belly watching the happenings in town, waiting for nightfall.
___________________________________________________________________________
Awareness: 1d20+5=15+5=20
Stealth: 1d20+3=17+3=20
Posted by DM-Delfon on Mar 1, 2011, 6:50pm
From your vantage point at the top of the hill, you can see that the village is devoid of villagers. Although you do note a patrol of three guards moving from building to building. After an hour or so that group is replaced by another group of three guards, who also move from building to building. Aside from that the village is pretty boring to watch.
From here you can also see some of the larger features of the guards encampment. The pens where you know your fellow villagers are being held, although you can't make out more than a blur of movement that would be the villagers themselves. You can also see the outlines of several large tents, one of which is encircled by the others. One could assume that the larger tent houses the leader of the soldiers.
Posted by Marcimus on Mar 3, 2011, 9:29am
Zeke does not move from the crest of the hill, only shifting slightly every hour or so to get the blood moving back to his limbs so that they don’t fall asleep. Monitoring the camp closely, he tries to get a count of the soldiers that the Empire has sent and what their intention is with the imprisoned villagers. As dusk approaches Zeke gets ready to move, checking his Morningstar at his hip, he rises into a crouched position.
Moving slowly, trying to only keep his head above the grass, Zeke makes way for the edge of the soldier’s encampment. Waiting for the guard patrol to pass, he continues making a large berth of the village circling around so that he is as close to the penned villagers as possible without leaving the cover of the grasslands. It is here he lays back down with his head poking out of the edge of the grass, making Atlas do the same but keeping the dog completely in cover. Zeke starts to make note of how the Soldiers have set up their perimeter, also taking a closer looks at the villager’s prison, trying to figure out a way to undo the Empire’s injustice.
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Stealth: 1d20+3=20(nat)+3=23
Awareness: 1d20+5=18+5=23
(I am rocking the dice! )
Posted by DM-Delfon on Mar 3, 2011, 9:26pm
(I emailed you a basic text map of what the area looks like.)
You manage to sneak up rather close to the camp on the south-western side. From this location you can see much better, and in a great deal more detail. There are always five guards posted, the outer four focus more on exterior threats, while the central guard keeps his attention on the pens themselves.
You manage to count ten common soldiers, and two commander types, one clearly superior to the other. The superior one spends most of his time in the larger tent, while the other commander type is constantly on the move, checking the guards, prisoners, and supplies. Basically keeping track of the day to day running of the camp, as well as making sure the commander's orders are followed.
Of the other six tents, five seem to be sleeping tents, and one is a storage facility. The soldiers sleep two men to a tent, one man from the morning shift, and the other from the afternoon shift. All the soldiers pull an extra duty each night to cover the patrols of the village. From what you can tell, discipline is very strict here.
The villagers look disheartened, and incredibly sad. Although they seem clean, and they are offered food and water three times a day. You do note that there is nobody in the pens that is around your age or younger however, which seems odd to you somehow.
Posted by Marcimus on Mar 4, 2011, 9:40am
A plan starts to formulate in Zeke’s head, although it is quite risky he thinks it the best option. Slowly creeping from the South-West corner of the camp, Zeke moves through the grass so that he is aligned directly west of the tents. Here he gets Atlas to lay down flat in the grass and, holding out his hand palm open and fingers spread, he gives him the command to stay where he is. Atlas gives out a little whimper sensing his Master’s anxiety.
Zeke closely watches the guards on the western side of the camp while he waits for the darkest time of the night. Once he feels that it is as black as the night will get Zeke moves in a crouched run, trying to stay on his toes so that he makes less noise. At the edge of the grassland he carefully watches the guards until they are not looking in his direction and continues in his crouched run until he is inside the cover of the circle of tents. Here he pauses to make sure he was not spotted.
__________________________________________________________________________
Stealth: 1d20+3=10+3=13
Awareness: 1d20+5=11+5=16
Posted by DM-Delfon on Mar 6, 2011, 12:37pm
You carefully study the area, paying close attention to the guards movements. After a while you notice a pattern, and after a few more minutes of study you get a feel for when the best time would be to sneak through between the guards while they are not looking. Popping up on your toes, and running at a crouch you clear the distance from your hiding spot to well within the camps parameter. Unfortunately, the soldiers must have known that this was a weak point in their security, as they scattered dry sticks in the area, and covered them with a loose dusting of dirt to conceal them. The moment you step into the area both guards pivot to face you, and call out, "HALT! Intruder!"
From your place almost between the first two tents you can easily hear the soldiers within the tents springing up, and unsheathing weapons. The shouts of soldiers fill the camp within seconds. Skidding to a stop, you curse your luck and make eye contact with one of the guards that spotted you as he tosses a torch to the ground and draws his sword. Where the torch lands abruptly flares brighter, and you see a line of fire snaking out from the soldier to encircle the encampment.
You find yourself within an encampment of enemies, trapped by a circle of fire. You can hear Atlas running back and forth barking on the other side of the circle of flames. You know from your earlier observations that there are five armed, and armoured men on watch, another two who we're sleeping, the Sargent who was most likely sleeping, and the lieutenant as well. Unless you can find a way to escape the fire, or to even the odds, things are starting to look rather bleak.
( Sorry man, I was going to see where you were going with this, but I rolled Awareness (25(nat), 18). Apparently the dice don't want you to enter the camp. )
Posted by Marcimus on Mar 9, 2011, 5:51pm
Quickly thinking, Zeke tries to discern a solution from his current situation. Figuring there is no way now that he can foil the guards and free the villagers, Zeke decides his best option is to flee. But how to get through the circle of fire is the next question.
Zeke quickly pulls his winter blanket from where it is tied to the bottom of his pack and unfurls it. With all speed Zeke runs straight at the fire, the blanket held out in front of him with both arms, the top corners pinned up by his shoulders with his hands, the rest of the blanket wrapping around his torso and legs and the excess flapping behind him on either side. Once Zeke reaches what he thinks is the opportune spot he leaps, trying to clear the fire and keep the blanket between him and the burning ground. Once he realizes mid-air that he is not going to clear the blaze, he spreads the blanket like a flying squirrel and lands flat on his belly. Quickly jumping up on the blanket he attempts to dive out of the flames once more. If he survives to the other side he pats/rolls out any flames on him.
___________________________________________________________________________
Jump: 1d20+1=4+1=5
Jump2: 1d20+1=10+1=11
Dex Check for flying acrobats: 1d20+1=13+1=14
((Also do i still have the 3 damage from the day before, wasn't sure if I recovered any from my restless sleep in the grass lands. My max hp is 12, and I was at 9.))
Posted by DM-Delfon on Mar 10, 2011, 12:53pm
(You would have healed your level + your con mod in HP with your evening in the grassland.)
Moving quickly, you prepare your blanket and start to run toward the fire. Right before you reach the place where the flames leap up, the blanket pulls, and twists around your ankle. In the process of tripping, you leap, but you know the moment you take off that you're not going to make it.
Pulling off some acrobatic twisting, you belly flop hard onto the flaming ground. The whoosh of heat is intense, but your blanket keeps most of your body safe. You spring to your feet and, shake your leg loose from the twisted blanket. Leaping away from the flames, a surge of throbbing pain draws your attention downward. Just as you land outside of both the fire and the enemy encampment, you notice that your left pant leg is smoldering, and you can feel that your skin underneath is burnt. (2 fire damage.)
Patting out the flames, you once again take stock of your situation. The encampment is still encircled with flames, although you can already see that whatever accelerant they used to set the blaze is starting to burn up. Before too long the flames will die down allowing the guards to pursue you without risking the heat. You also notice the silhouette of several armed men along the inside of the fire, and then you hear a shout for crossbows...
Posted by Marcimus on Mar 10, 2011, 3:29pm
Zeke cringes at the pain as he pats out the flames on his leg. Realizing that any attempts he makes to free the villagers is going to be futile and probably create more problems for them, or worse mortally endanger himself. Zeke takes one last look at the flames and one last look at his home, and turns and runs at full speed away from the soldiers and Urutah.
Once finding his stride, and almost falling into a trance listening to his laboured breathing and feeling the constant beat of his feet hitting the ground, Zeke tries to formulate a plan. He decides he is going to try and take refuge among the Scaal. He knows that there is fair trade happening between Urutah and the Scaal, he decides he will at least stop there to rest during the day, and figure out his next step. Zeke continues in a run for as long as he can take it, and slows to a fast walk when his muscles cannot take the strain any more.
Posted by DM-Delfon on Mar 20, 2011, 3:52pm
(I should mention that you earned 300xp for your encounter with the wounded drunkard outside the tavern, and a further 300xp for the skill challenge you passed before.)
Time for another skill challenge. The enemy soldiers want to catch you, and you want to avoid them. 4 successes before 4 failures (all at DC 15) will get you a victory. Your first attempt must be a Constitution check (1d20+con mod). Other than that you can choose anything you like, as long as you can explain how it makes sense in a situation where you're escaping from a large group of armed men. (On a pass this will be worth 300xp, fail will be worth 150xp.)
Posted by Marcimus on Mar 23, 2011, 5:31pm
1d20+(Con)=8+2=10
Awareness to keep to the longest grass: 1d20+5=20(nat)+5=25
Bluff to feint while running: 1d20+4=8+4=12
Awareness to find shadows: 1d20+5=4+5=9
Search to find a hiding spot: 1d20+1=2+1=3
=FAIL
Posted by DM-Delfon on Mar 24, 2011, 4:40pm
You keep to the longest grasses while making your escape. Using the sheer cover provided by the long grasses, you easily avoid the first few three man guard patrols you encounter. Knowing they would be tracking you as well, you attempt to circle around to leave multiple sets of tracks leading in different directions. However, while you were finishing your last double back, one of the patrols spotted you! Quickly scanning the area, you can't seem to find anywhere worthwhile to hide. The only escape seems to be an outright foot race, and you manage to outrun them for about a minute. Legs burning, lungs aching you're forced to stop before your heart pounds it's way out of your chest. Breathing deeply to recover as best you can, you make ready for the ensuing combat.
The three guards form a loose line, with about ten feet between each man. Long swords in hand they slowly advance, still panting from the exertion of catching up to you in the first place.
Roll Init, soldiers have 21.
Posted by Marcimus on Mar 25, 2011, 8:26am
Zeke stands at his full height, a towering 6'4", trying to look as imposing as possible. Atlas by his side doing the same, his hackles raised, barking incessantly at the guards and taking a slight step forward and baring his teeth at any guard that steps forward. Hoping that no guard recognizes him covered in mud and grass, Zeke decides he will try to look feral as well. Hoping to get more time to catch his breath before making another run for it, from his belly he creates a low guttural growl, and then in cue with Atlas he starts barking as well.
__________________________________________________________________________
Initiative: 1d20+1=20(nat)+1=21 (the only roll I needed to beat their's )
Intimidate: 1d20+4=6+4=10 (not sure if Atlas can assist in this but I would like it to be a joint effort)
Posted by DM-Delfon on Mar 25, 2011, 11:58am
The soldiers don't seem that effected by your growling, and barking. The soldier on the left says quietly to the others, "I think he's light-blighted, be careful bo-." The middle guard silences him mid-sentance with a dark glare, before turning his attention back to you. With his voice sounding of pity, he says, "Surrender, it's your only real choice. We don't want to have to hurt you, but we will if we must." The three guards move forward a few paces, closing the gap between you to only five feet. The two outside guards move a further five feet, so that the three of them form a triangle with you in the middle of the bottom line.
G
G AM G
Posted by Marcimus on Mar 29, 2011, 2:31pm
Zeke already knows that he is not going to surrender, he does not want to be penned like a farm animal just as the other villagers were. Rolling forward onto the balls of his feet and slightly crouching, Zeke pounces. He attempts to drive his shoulder into the guard's chest that is standing to his right, and wrap is arms around him and a tight bearhug.
As Zeke pounces into a grapple with the one guard Atlas turns with his back to Zeke and continues to bark and growl at the other two guards, ready to attack if they make a move toward his friend. This is what Atlas was trained for, guarding his master.
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Melee Touch Attack: 1d20+6=19+2=21
Grapple Check: 1d20+6=20(nat)+6=26
Damage (lethal): 1d3+2=3+2=5
Posted by DM-Delfon on Apr 2, 2011, 6:59pm
Even though the soldiers seemed like they we're ready for anything, your sudden burst of speed startles them. You manage to close the distance between you and your target in a heartbeat. As the soldier raises his weapon to defend himself, you duck under his arm, and pivot in behind him, twisting his arm backward painfully.
Atlas bounds forward and growls, which only causes the guards a moments pause, before they raise their weapons and lash out at your faithful companion. Atlas sinks his teeth in deep into the leg of one guard, which causes him to stagger back, his weapon going wide. Unfortunately, this leaves the other guard enough time to line up a solid hit to the back of Atlas' head. (7 points of damage) The soldier you're grappling struggles in your grasp, twisting around in an attempt to free his arm. (Escape, DC 22)
Atlas Attack: 20 (nat) + 2 = 22
Atlas Confirm: 12+2 = 14 (fail)
Atlas Damage: 3 + 1 = 4
Posted by Marcimus on Apr 3, 2011, 9:35am
Zeke tries to hold the guard in place, but as he peers over the guard's shoulder and sees Atlas take a brutal blow to the head Zeke's grip slips for a moment and the guard breaks free. Quickly Zeke reacts and tries to lunge in again and maybe break the guard's ribs this time.
Atlas gives his head a quick shake to try and clear his head after being hit. He quickly recovers and readies himself to attack again, going into a feral state at the smell of the blood he has drawn from the one guard.
___________________________________________________________________________________________________________
Opposed grapple: 1d20+6=8+6=14
Touch Attack: 1d20+2=12+2=14
Grapple:1d20+6=2+6=8
(If applicable)Damage:1d3+2=3+2
(I will let you continue to roll for Atlas if that is okay?)
Posted by DM-Delfon on Apr 4, 2011, 12:07pm
The soldier twists free of your hold, and brings his weapon up, and you drop your head down and charge like a bull, driving your shoulder hard into his ribs, and hear all the air rush out of his lungs. Landing hard on the ground on top of the soldier, you can clearly hear him wheezing. The soldiers arms and legs are constantly writhing, but the fight has left him. (K.O.)
Atlas, for his part seems to be focused on his target. Having already sunk his teeth into the man, Atlas begins to shake his head side to side violently. The man screams in pain and drops to the ground clutching his maimed leg.
The final soldier sees the situation, and takes a step back, raising his hands, "Alright, alright, call off your dog Mr. You're free to go. You better hurry, the other patrols are still looking for you."
Atlas Attack: 19+2=21
Atlas Damage: 4+1=5
Congratulations on your victory 450xp.
Posted by Marcimus on Apr 4, 2011, 2:37pm
Zeke stands tall after laying the guard flat. He gives a short quick whistle and Atlas releases the other guard's thigh. Zeke takes one step forward, fury still in his eyes, and then opening his mouth wide he releases a loud deep bark. With one last look at the guard, Zeke winks and turns around and leaps into his long stride, on the run again.
While in his run Zeke looks up at the stars to try and get his bearings and head in the direction of the Scaal caves. Zeke's run quickly turns into a jog as his muscles burn, the last fight although short still put a large strain on his body. Throwing around a drunkard definately takes a lot less effort than tossing around a trained soldier. Although Zeke is unhappy with his situation, he is happy to know he can hold his own against a trained fighter.
_____________________________________________________________________________________
Survival: 1d20+?=3+?=3ish
(Character Sheet Not Available at the Moment)
Posted by DM-Delfon on Apr 5, 2011, 3:45pm
You make your way toward the mountains, and travel until you're completely exhausted. Although you're sure the soldiers will attempt to track you once the sun rises, you still feel confident that you've escaped their clutches for what's left of the night. When the sun does rise in the morning, you realize that you were headed south-east, rather than straight south. Although you didn't head in exactly the right direction, you don't think that it will add too much time to your journey to the Scaal caves.
After a couple further days of traveling south, avoiding the occasional patrol of soldiers, you spot the opening in the rock face that is the entrance to the network of caves that make up the Scaal's home. Even from this distance however, you can see at least two humanoid figures standing outside the entrance. This wouldn't be out of the ordinary, except these men are wearing armour, and the Scaal typically do not...
Posted by Marcimus on Apr 6, 2011, 8:42pm
Zeke pauses in his tracks. 'What now?' he thinks to himself. His curiosity gets the best of him, he would die to get inside to a warm bed. Crouching down low in the grass he decides it might be best to wait until nightfall before getting any closer, he cannot risk getting caught again by the Empire. Once dusk approaches Zeke slowly starts to wind his way forward to the entrance of the cave, trying to remain unnoticed but get a closer look at who is guarding the cave entrance.
_____________________________________________________________________________________________________________
Stealth: 1d20+3=11+3=14
Awareness: 1d20+5=20(nat)+5=25
Posted by DM-Delfon on Apr 10, 2011, 1:12pm
You move as quietly as you can, sneaking within a hundred feet of the entrance, and finding a nice vantage point overlooking the entrance. While you wait for the sun to set, you catch a few glimpses of armoured feet peeking out of the shadows inside the cave. Every few hours the guards rotate to get out of the sun. You guess that's because there's no cover anywhere near the cave entrance, and standing armoured in the sun all day can't be the most comfortable situation to be in. Although, you've been in some rather uncomfortable positions since your return from the mountains. Your guess is that there's at least six men stationed at the entrance, and who knows how many more inside the caves themselves.
Posted by Marcimus on Apr 14, 2011, 2:50pm
Once Zeke is sure that the night's darkness will cover his movements, he lifts himself from his crouched position and stretches his legs. Deciding that the presence of the guards at the mouth of the cave is probably a sign that he would not be safe with the Scaal. Zeke starts to wander away from the cave, lost in thought as to what to do next. His mind naturally goes back to the villagers of Urutah, a deep guilt knoting his stomach, feeling responsible somehow for their misfortune. From this his mind goes to the fight he just had with the guards, and for some reason a deep joy fills him when he thinks back on that battle, and future battles to come, it seems this is what he was meant to do.
With a renewed vigour Zeke walks for a couple hours into the night before making a bed in the grass. He sticks close to the Mountain's edge, hoping to maybe find an old goat path or some other passage through the mountains that the soldiers have overlooked.
______________________________________________________________________________________________________
Awareness: 1d20+5=7+5=12
Posted by DM-Delfon on Apr 15, 2011, 4:31pm
Although you don't manage to find a goat path into the mountains, you do find a great little place to camp. Lush grasses, and a nice tree overhanging the area. In the middle of the night you're awakened to a light thumping sound. Starting awake, you grab your weapon and prepare for a fight. When the haze of sleep has left your eyes, you see Atlas laying on his back with a humanoid figure hunched over, rubbing his belly.
Once the figure notices that you're awake, they turn to face you, and the dying light from your fire lights up their face. You recognize the woman's face at once, as soon as you see that warm, motherly smile. Old Lady Medilian nods, "About time you noticed I was here Ezekeial." She goes back to patting Atlas, while you gather yourself for late night company.
Posted by Marcimus on Apr 20, 2011, 2:49pm
Zeke lays his weapon back down beside his makeshift bed. Taking a couple deep breaths he calms his racing heart. Upon feeling relaxed again, Zeke sits back down leaning back on his palms while his knees are raised in front of him and his feet flat on the ground. Finally a smile emerges across Zeke's face, "You don't know how glad I am to see a friendly face, you have no idea what I've been through...." Zeke rants for ten minutes, telling Old Lady Medilian all about what has happened since he spotted the camp from up in the mountains. Wearing his emotions on his sleeve, his mind still foggy from sleep, he shows a heavy remorse for leaving the village behind, and a deep pride when talking about defeating three soldiers with his bare hands.
After finishing he sits in silence for a moment, taking a second to control his mind from wandering back to the events of the past couple days, and focuses on his unexpected guest. "Now, if you don't mind my asking, what the heck is going on? Do you have any idea? I assume since you were not penned in with the other villagers you were not around for the Empire taking over Urutah?"
Posted by DM-Delfon on May 8, 2011, 9:20pm
Old Lady Medilian listens intently to your tale, asking questions at various times to extract more detail when needed, or to clarify something that could be taking in more than one way. When you've finished she doesn't speak for a long while, so long in fact that you wonder if she was even paying attention, then abruptly she says, "You have done well Ezekeial. Quite well in fact. So well that I believe you should be rewarded. First however, I think I should answer your questions." She composes herself, and than explains how a group of young folk from the village discovered the soldiers intentions within the valley. How the soldiers are here to kill anyone under the age of twenty. "Now I know that this news must come as quite a shock, but I need you to stay focused. In the morning when you wake up, I'm going to let you in on a secret. After that, I want you to escape this valley before the Empire has a chance to fully lock it down. The Skaal caves are out, as the soldiers have already secured that exit. Both passes are like wise sealed. Do you have any questions?"
Posted by Marcimus on May 17, 2011, 3:15pm
"Just one, how am I supposed to get out of here? If all the main routes out of the valley are blocked, how am I supposed to get out, do you know of any not so well known paths through the mountains?" Zeke leans back onto the palms of his hands, looking over his shoulder at the Mountains that are looming over their camp. Once Zeke has gotten his answer he bids Old Lady Medilian good night and falls back to sleep.
Posted by DM-Delfon on May 21, 2011, 11:20am
Old Lady Medilian smiled, showing teeth before she slowly formed words, "There may be a way..." Trailing off she tapped her finger on her chin a couple times, before she added, "Yes, there is a way, up through the mountains." Her face clouded, "but the way will be very hard, and dangerous. Hard because of the weather, it's quite cold in the high passes. You will need to protect yourself from the cold up there. Dangerous because of the Traals, the Traal are twice the size of a man, and very strong. They should be avoided." She goes on to explain where the winding path is located, and which route to take once up into the passes.
Posted by Marcimus on May 25, 2011, 2:53pm
Zeke listens intently, trying to memorize all the instructions every little detail. Intrigued and terrified about the Traal all at the same time, Zeke figures he should learn more, "These Traal you speak of, what are they like? Do they have any weaknesses? Are they smart and cunning or daft and dim-witted? Obviously they must be strong and full of grit to live up in these Mountains." Zeke motions with his thumb over his shoulder to the giant rockwall beside them.
Posted by DM-Delfon on May 29, 2011, 6:08pm
Old Lady Medilian again takes a long time to answer. She almost seems like shes listening to another conversation that you can't hear, head tilted to the side, and eyes half closed with focus. As before however she picks up the conversation, without seeming to notice the lapse in conversation, "The Traal are quite strong, and rather healthy, but they are not much smarter or wiser than the people of Urutah. Their biggest weakness is the sun, they loathe the sun. So if you travel by day, you shouldn't even see a Traal. They believe strongly in family, and if one of their kin is slain, you can expect the rest of the family to hunt down those that brought the violence. They're also remarkably touchy about their statues. I've heard tell of groups of Traal hunting down a man that smashed a statue of a Traal while felling wood in the mountains."
Posted by Marcimus on May 30, 2011, 3:34pm
Zeke traces his moustache with his index finger and thumb. He starts to realize how long he has been out here, as his neatly trimmed moustache has turned into a rough beard. He forces himself to focus on what Old Lady Medilian is saying, knowing it is going to probably be important knowledge in the future, but focusing seems a struggle as his exhaustion presses down on his mind. Once she finishes talking Zeke speaks through a yawn, "I am sorry but you are going to have to excuse me, I need to catch a nap before sunrise or I feel I will be in rough shape for my travels tomorrow. You said you were going to be here in the morning, so we can continue our conversation then."
Zeke crawls over to his sleeping pad eager to crawl back under the covers and into the warmth. Just as he is about to crawl in, he realizes he has almost forgot his manners in his stupor, he stands to his feet and extends his arm to his bed. "You can sleep here and I will sleep with Atlas, excuse my manners." Zeke signals Atlas over and commands him to lie down, once Atlas is on the ground, Zeke lays down beside him and rests his head on his companion's side. "Good Night."
Posted by DM-Delfon on Jun 1, 2011, 9:10pm
As soon as Old Lady Medilian realizes what you intend, she holds up a hand, palm out in the 'stop' gesture and says "Keep your bed, I will return just after dawn. I have a couple other other places to visit within the valley tonight." With a long sigh, she slowly makes her way to her feet. Once standing, she walks over and places a hand on your shoulder gently pushing you back into your bedroll. Once settled, she walks off into the night and you hear a faint, "Sleep well Ezekeial" as she fades from sight. Moments later, a surge of bright multi-coloured light dances across the trees in the direction she walked. If you choose to investigate, you find not a trace of her beyond where you last heard her speak.
Posted by Marcimus on Jun 3, 2011, 10:37am
Once Old Lady Medilian pushes Zeke back into his bedroll, he bids her good night, rolls onto his side and closes his eyes letting his mind escape to a dream filled land. It seems like he has just fallen asleep when he is awaken by the bright morning sun in his eyes. Pulled from a dream about him and his sister playing when they were kids, he can't help but keep thinking about his family. Longing to be back with them and the comforting feeling that always accompanied their presence. Then he starts to panic, remembering what Old Lady Medilian had said about the soldiers being in the valley to kill anyone under the age of twenty, his sister is well under twenty and far in the East visiting his aunt. How is he supposed to warn them? Have they already found and killed his sister? An overwhelming feeling of urgency makes him rise quickly to his feet and shove his belongings into his pack. Ready to get going and find his sister, Zeke looks around for Old Lady Medilian.
Posted by DM-Delfon on Jun 4, 2011, 6:57pm
Looking around your camp, you see nothing out of place. Everything is exactly as it was last night when you went to sleep. Scanning your camp in more detail, you can see no sign to indicate the presence of Old Lady Medilian. You finish preparing for your trip into the mountains, gathering your belongings and breaking camp. Looking around one last time for Old Lady Medilian, and you're so surprised to see her sitting cross-legged on the ground beside Atlas, that you drop your water skin.
Posted by Marcimus on Jun 7, 2011, 12:07pm
Retrieving his water skin from the ground, Zeke ties it back around his belt from the rope attached to its neck. Looking at Old Lady Medilian with wonderment Zeke utters, "You know for someone they call 'Old Lady" you are quite stealthy, I didn't even see you enter camp." Zeke puzzled look stays on his face for a minute before it turns to a stern serious look. "I know you had mentioned you wanted to talk to me this morning, but can we make it quick? I need to get going, my sister is far in the East and I am worried the soldiers have found her. If not I need to get to her and get her to safety."