Game: The Awakening

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Trias's picture
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Game: The Awakening

http://bp0.blogger.com/_oaLFr9pOrn0/Rcje1FZGybI/AAAAAAAAAAg/bJ9dIjwhn7M/s1600-h/untitled.bmp

Xboryn's picture
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Game: The Awakening

(OOC: No map that I can see.)

Dialexis's picture
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Game: The Awakening

Phaed'yiin considers the tout's words, but responds in kind:

[=dark red]"Considering we have paid you for directions and guidance to an Inn of repute, and you have offered none, perhaps you might at least be able to inform us considering this Seer's Guild -I am not familiar with this guild. If you can do so, consider our transaction sucessfully completed."[/]

Phaed'yiin's tone is cool -niether hostile nor gentle, but on the fulcrum's edge.

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Game: The Awakening

The Tout appears markedly relieved once it is confirmed by the Phaed'yiin that indeed she does not plan on finding an Inn at this hour past the Foundry.

The Seers Guild... well they're a strange bunch aright - some kind of cross between the Harmonium, Ciphers, and Ring-Givers. They believe that the multiverse is s'pposed to have balance, and they try to maintain that balance - a lot like the Rilmani, but less mysterious about it all. They're led by a man who calls himself "Xanados the Maverick" some blood from the Prime who decided to head his operations in the Cage. He says he's here to help Sigil, but many don't trust him. Here's the Dark of it: Zadara and Shemeska don't know much about him (no one really does) and see him as a threat. They want him out, and both have tried their dirty tricks against him - but they've been thwarted on more than one occassion, and each has had to pay severe fines for attempting to sabotage another guild by sending vandals to three guildhouses (in Zadara's case) and planting magical explosives outside of another (in Shemeska's case). A slap on the wrist for such as wealthy as them, but it's strange... because those two are very smart and conniving... it seems almost barmy that anyone would try not only to stop them, but succeed in doing so, AND getting them caught red-handed.

The tout pauses for a quick breath, then continues...

A very recent guild this is, but it is gaining power and influence - it's already good allies with the Harmonium and the Sons of Mercy - a smart move if there ever was one - they have more protection than they need...at least for right now. They're friendly to strangers and outsiders, but I don't trust them - they seem too perfect. Something isn't right with them.

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Game: The Awakening

Phaed'yiin considers the tout's story, but even she cannot hold back her suspicion at hearing the incident of Zadara's and Shemeska's censure (the crimes don't surprise her, just the discovery and reprisal).

After weighing the tout's story (OOC: Sense Motive check=21), Phaed'yiin nods her head in acceptance of the tale and in gesture of the tout completing the transaction.

She then turns to the group, saying:

[=dark red]"The tout is indeed correct about the hazards of travels in this district through the dark. And while I cannot vouch for the integrity or services of this Seer's guild, I am indeed intrigued -intrigued enough to counsel we attempt to find you all lodging therein."[/]

0 Bonus for to do
I rolled 1d20+0, the result is 16.
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Game: The Awakening

"Very well. To the Seer's Guild!" With that, Aras turns and starts to walk purposefully towards the blue hat-building. After a few steps, he glances over his shoulder, without slowing his pace, to make sure the others are following.

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Game: The Awakening

Phaed'yiin likewise heads towards the Seer's Guildhouse, lingering behind for a moment to glance back at Razortooth. She sighs and then turns her full attention to the strange locale, and its even stranger associated-rumors...

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Game: The Awakening

This strange “dwelling” looks flagrantly out of place in this district – elaborate golden arches and swirling designs have been welded onto it otherwise sapphire blue-exterior. The entire structure has the shape of a surreal pointed wizard’s hat, and the fluidity to match. The giant double doors are a brilliant shade of crimson - and they resemble a Ruby on a king’s favorite ring. Despite its intense color, the demarcation line between the drab ground and the extravagant building is unclear. The illusion is convincing – the large house actually appears to be growing out of the ground. A pair of stone statues dressed in expensive clothing with two stone ‘swords’ apparently stand guard by the entrance. As the woman approaches the house, one of the statues abruptly asks in a monotone, earthly voice:
Please state your name, profession, and business with the Seers Guild

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Phaed'yiin stares for a moment at the "statues" and building, trying to ascertain what magiks are at work (OOC: Spellcraft), and then replies if no one else seems ready to do so:

[=dark red]"I am known as Phaed'yiin the Whitewhisper, courtesan of the Silk'n'Secrets. I am currently escorting a patron and his companions, who seek lodging -and have been directed that such may be possible at this guildhouse."[/]

(OOC: Spellcraft -12, and Diplomacy 25)

0 Bonus for to do
I rolled 1d20+0, the result is 3.
I rolled 1d20+0, the result is 15.
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Game: The Awakening

As far as Phaed'yiin is concerened, the statues are statues... that talk. No recognizable magic on them...

The door suddenly opens inward, revealing a clean, well decorated (yet not extravagant) and dimly-lighted lobby with two doors on the first floor on either side, and a stairway leading 'back' into the house. In front of the motely gathering stands a young human male with dull, and simple leather clothes, dark hair and eyes, and a shining smile.

He carries his eyes over each of the party, smiling the entire way, but taking longer than usual as his eyes pass over Dolmen, and to a lesser extent - Tsuru. Well come on in then, you'll let the air in...We have rooms ready for you, come now, he walks 20 feet to the left towards the left door on the ground floor, and opens the room, revealing a barracks of sorts, but much more comfortable. The blue beds, sheets, ceiling, floor make it clear which color the faction's architects prefer.

You can call this place your home for 12 hours. There is plenty of food inside should you get hungry, and please feel free to browse through the library. Also, if you need anything, I am only a door away at your service...come now, he gestures inward, then pauses, and looks back at Phaed'yiin as an afterthought - this first instance of free lodging is complimentary of the guild, though in future meetings, I do request you provide whatever monetary donation to the guild you are comfortable with... seeing as how you aren't destitute.. he gives another polite smile, and once again gestures towards the open room.

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Game: The Awakening

Phaed'yiin returns a civil smile of comprehension and a slight bow, and then follows the ushering into the blue-appointed room.

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Game: The Awakening

Tsuru bows his head to man. "I am Tsuru, a simple seeker of knowledge and enlightenment. I myself have little to offer other than knowledge and a pair of hands, but I offer whatever services I can render in exchange for your hospitality." He bows again. "You mentioned a library? There is much I wish to know. Perhaps, if supplied me with a scroll and caligraphy set, we could make an exchange?"

[Tsuru is actually also secretly sizing up the area, sniffing the air, smelling for anybody else in the place, checking the layout of the rooms, looking for exits, etc. His time in Undersigil has made him very cautious, though outwardly he seems calm and relaxed.]

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Game: The Awakening

Aras makes a few small noises of greeting and thanks as the guild man talks, and then as Tsuru begins, he wanders about the room they are in, inspecting it with seemingly-idle curiosity while he half-listens.

When the rat-man finishes, he looks up at their host. "You also mentioned food..." He leaves the statement hanging, and his usually unreadable features crease into a wry smile.

5 Bonus for Search to do
I rolled 1d20+5, the result is 7.
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Game: The Awakening

It appears(/smells) to Tsuru as if no one else is inside the Guildhouse, at least on the ground floor. The only visible exit is the the entrance itself.

Meanwhile, the room availible has 12 bunkered (by two), empty beds. and a table filled with breads, meats, and fruits, that are obviously preserved via magic. On the shelves are books stacked end on end.

Above the table is a painting :

Looking at Tsuru, the host replies:

I have no scrolls at the moment, unfortunately, however, you may borrow a book if you wish, and return it within 3 days time.

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Game: The Awakening

the painting:

http://bp1.blogger.com/_oaLFr9pOrn0/ReW_dEey8wI/AAAAAAAAAA0/6H3cw-HE38Q/...

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Game: The Awakening

With smile still in place, Aras eagerly digs into the waiting provender. As he speaks, he glances up at the painting.

"A fine picture you have there," He says around a mouthful, "Might I enquire as to it's significance, if any?"

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Game: The Awakening

nay... I am unaware of it's significance..our leader Xanados the Maverick has an astounding collection of esoteric fine art. Although I am aware that he is interested in portraits of actual beings- and that person you see in the painting may well be more than a product of an artist's imagination

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Game: The Awakening

-eventually upon the others going to sleep, Phaed'yiin peruses the library.

(OOC: 2 Search checks as we discussed Trias -sorry for the time distortion. The first check is about the Seer.)

9 Bonus for to do
I rolled 1d20+9, the result is 16.
I rolled 1d20+9, the result is 13.
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Game: The Awakening

Xasskorn looks around the halls at the decorations. Keeping to himself as he has sense you met him.

He closes his eyes in displeasure and bows his head in annoyance, it is much the same reaction a child would get that is trying to get attention. The sound of the hobgoblin speaking with his mouth full...he gives a sigh and does his best to ignore it.

He takes up a stand at the side of his "bunk" and stands there with his eyes closed. You think he may actually of fallen asleep standing up but you aren't sure. His breathing is slow like that of someone asleep and he is not moving a muscle except the occasional twitch of an eye lid.

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(OOC: A couple of clarifying questions, while we wait: Am I understanding correctly that the first floor has 4 doors [two on each side] and a staircase? If so, does the staircase lead up or down? Also, due to the host's greeting, am I correct in assuming he said that he is lodging in the room adjacent to the "barracks"? And lastly, which room is the library -i.e. relative to the others?)

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Game: The Awakening

(OOC: the first floor has 2 doors, one on either side of the entrance. There is a staircase dead center- that leads up. Upstairs, one can see two doors as well, once again, on either side of the entrance, right and left. The PCs are in the first floor room to the left, which happens to be the barracks/library - it is the same room- with beds and books)

A loud THUD interrupts everyone's resting/eating/contemplation.

A distant alarm sounds -- not originating from the Guildhouse, but rather, from the adjacent building -- The Harmonium Tower. The siren sounds like a dying baby elephant.

Two more THUDs are heard, along with distant screaming and the unmistakable shouting of orders to other Harmonium. The Seers guild host rushes out the entrance to see what has happened.

From one of the top rooms of the house, a figure emerges and runs down the stairs after the host.

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Game: The Awakening

Already awake, Phaed'yiin gives a subtle motion of hand -gesturing in the hand language of the Dharrow:

"Go to the entrance -see what the disturbance is, and watch for the hosts to return -I will do as we discussed."

Phaed'yiin steps out into the hallway, observing the second figure of the Guild (visual description -items, etc).

Once the two Seer's leave the entrance, Phaed'yiin becomes invisible, winking at the tall, lean drow.

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Game: The Awakening

Aras, stirred from his idle munching, dashes towards the exit, wishing to get outside and assess the situation, paying little heed to Phaed'yiin, whether he notices her vanishing act or not.

Needless to say, he is wearing his armour and has his weapons on him, although he has left the rest of his gear in the guildhouse.

As he exits the building, he is alert for both visual and aural clues as to what is going on, his body is as tense as a coiled spring, radiating a feeling of controlled physical power, ready to be released at a moment's notice.

((OOC: The first roll is for Spot, the second for Listen))

5 Bonus for to do
I rolled 1d20+5, the result is 7.
I rolled 1d20+5, the result is 19.
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Game: The Awakening

Dolmen rises from the wet heap he had lowered himself into in the corner, and heads outside, right behind Aras. Moving in much the fashion of a angry gorilla, on all fours, fast and loud, he rushes out, stone knuckles grinding on floorboards and cobblestones as he rushes.

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Game: The Awakening

At the sound of the Thud and the screams of the Alarm he opens his eyes abruptly and looks all around him to assure that the immediate surrounding is clear. In his hasted search he notices and acknowledges Phaed'yiin's actions.

He pushes aside a fold of his robe, holding it open like a door and out comes floating a simple wand made of a dark material with runes carved into it. Someone with an understanding of the arcane would probably be able to identify them as runes of protection.
He grasps the wand from the air and holds it tightly in his hand. He touches the wand to his wrist and activates it

(Wand of Mage armor).

He begins to move towards the door but stops to let the lumbering muck go past him before he continues again.

Spot
Listen

0 Bonus for to do
I rolled 1d20+0, the result is 14.
I rolled 1d20+0, the result is 10.
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Game: The Awakening

Tsuru looks up from thebook he had been studying. Seeing the others react to the sounds of the disturbance, he follows.

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Game: The Awakening

OOC: Joining the fun--sorry I've been AWOL in Ecquador, so I haven't responded sooner! :oops:

IC:

Bustling at the alarm, Argint slips his almond irises toward the open door that his comrade thrust aside. What in the Lady's Ward could that have been?! The cowl of his cloak flutters about his high cheek bones, tangling with his obsidian hair. When the wavering grey cloak parts with his stride, anyone can notice the dusky hue of his leather armor and the steady swing of a mace at his hip. The soft tread of his boots carries the slender elf to the door.

5 Bonus for Spot to do
I rolled 1d20+5, the result is 22.
5 Bonus for Listen to do
I rolled 1d20+5, the result is 16.
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Game: The Awakening

(OCC: Reawakening? )

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Game: The Awakening

With the exception of the files of Harmonium rushing out of the tower, everything initially appears normal at the ground level.

Looking up… things are not so normal.

The upper half of the tower has been blown away Wisps of smoke, dying embers, and blackened soot make it obvious that some kind of fire magic, or conventional pyrotechnic method was employed. The perpetrator is not to be found.

Until she jumps… arcing right from the top of the tower, a full 60 paces horizontally onto the street, a ripping sound -akin to that of flesh being torn from bone -made as the ground cracks beneath her seemingly nimble feet. A beautiful human female – covered completely in a tight black bodysuit save her head. Even in the dark of night, her fair face and fiery red hair are unmistakable. Something else about her… the way she landed on her feet, then quickly got up… her quickness seems unnatural, almost feral.

Any doubts about her being more than human are quickly dispelled as she lets out a blood curdling roar, one that springs from a well so deep, so primal that it cannot possibly be the noise made by a mortal. And she begins sprinting, very, very quickly towards the Lady’s Ward entrance. The Harmonium exiting the tower, in their heavy armor, have no chance of catching up to her, though they try. She is almost there now – the only things standing between her and the entrance to the Lady’s Ward… are the surprised Hobgoblin, Ratman, and Elf. She locks her gaze at the three, increasing her speed, challenging them to try and stop her.

OCC: Initiative rolls all around

8 Bonus for to do
I rolled 1d20+8, the result is 24.
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Game: The Awakening

Tsuru goes into a defensive stance, feeling for the hidden dangers that may be masked by the obvious danger approaching.

0 Bonus for initiative to do
I rolled 1d20+0, the result is 17.
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Game: The Awakening

Argint cycles his mental library for any information that might be useful about such "appearances" and studies the image before him, looking for weaknesses

OOC: Initiative: 20
Knowledge[loc]: 20
Knowledge[arcana]: 8
Spot: 11

6 Bonus for to do
I rolled 1d20+6, the result is 20.
5 Bonus for to do
I rolled 1d20+5, the result is 8.
I rolled 1d20+5, the result is 11.
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Game: The Awakening

As Aras adopts a strong position, braced against any possible attack, his mind clears, his thought processes narrowing down to the simplicities of survival and neccessity.

3 Bonus for to do
I rolled 1d20+3, the result is 20.
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Game: The Awakening

OCC: I'm rolling 1d3 to determine who is the closest to the 'woman'

1) Aras
2) Tsuru
3) Argint

looks like Aras. Now The woman will attempt to take a swipe at Aras (attack bonus +4, 1d6 +3) then continue running. Thus Aras has his regular attack + an attack of opportunity as she tries to get away. Tsuru and Argint are too far away for a melee attack (but may start chasing, or start spellcasting, etc..).. the initial attack roll was 7, a miss (sorry, i am new to multiple dice rolls, and was experimenting). Actions in order of initiative, and Aras's second attack (of opportunity) comes last.
---------------------------------------------------------------------------------

The woman swipes at Aras, and misses. Rather than stay and fight, she attempts to continue on her way with supernatural speed.

About 60 paces back, at least 20 Harmonium Enforcers are in hot pursuit.

0 Bonus for to do
I rolled 1d3+0, the result is 1.
4 Bonus for to do
I rolled 1d20+4, the result is 7.
I rolled 1d20+4, the result is 23.
I rolled 1d20+4, the result is 20.
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Game: The Awakening

Noting her speed and direction, The elf slides a deft hand into his cloak and produces a tarnished flask. The cork gives a resounding pop! before the crystalline canister goes whirling through the air, the scent of viscid oil trailing behind.

The dusky elf launches off in pursuit.

OOC: Flask of oil; he's aiming to saturate the square right in front of the careening assassin, hoping to give her the slip. Smiling

AC: 21

5 Bonus for to do
I rolled 1d20+5, the result is 21.
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Game: The Awakening

Aras connects on the woman's side with both her blades, but she continues running, stoic to the hits.

OCC: AC 17 - so both initial attacks connect. I'm rolling a reflex save for her to avoid slipping on the oil.

Also, to answer an earlier question by Ben - nothing about the woman, nor her roar/ inhuman speed ring any bells for Argint.

Finally, To roll more than once, I think you have to keep editing the post, and roll from there

6 Bonus for Dexterity to do
I rolled 1d20+6, the result is 10.
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Game: The Awakening

As the woman dashes by, swinging wildly, Aras' blades flash into his hands almost faster than the eye can follow, and from there they are swung with similar speed into a flurry of attacks, the enchanted longswords whipping out to strike the retreating woman.

(OOC: I couldn't remember if, seeing as I'm TWFing, the AoO lets me use both the attacks or just one, so I did both, and you can just ignore the second, off-hand, attack if I only get one. Aras is also spending his turn making a regular attack.

Also, I couldn't work out how to do lots of different dice rolls using the boards' dice roller, so I just rolled real dice, and here are the results. Hope you trust me Sticking out tongue

First AoO attack roll: 7 +4 +3 +1 -4 = 11
Second AoO attack roll: 12 +4 +3 +1 -4 = 16
First normal attack roll: 15 +4 +3 +1 -4 = 19
Second normal attack roll: 16 +4 +3 +1 -4 = 20
First AoO damage roll: 3 +4 +1 = 8
Second AoO damage roll: 3 +2 +1 = 6
First normal damage roll: 4 +4 +1 = 9
Second normal damage roll: 7 +2 +1 = 10)

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Game: The Awakening

The flask of oil shatters directly in front of the woman - and she stumbles for a while, almost comically running in place for a split second before falling over to the ground

OCC: Tsuru's turn

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Game: The Awakening

...

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Game: The Awakening

Tsuru springs forward on all fours for a few bounds then leaps into the air, aiming a kick at the woman's torso as she slips.

[Charge Attack +2 to hit , -2 AC this round. Sorry I don't have Tsuru's sheet now. My computer had a meltdown. If you can PM it back to me Trias, I'd be grateful.]

0 Bonus for Attack to do
I rolled 1d20+0, the result is 17.
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Game: The Awakening

OOC: Tsuru, go ahead and roll for damage... and CRAP - I cannot find your character sheet, not in my PM inbox, nor in my email. Does this server automatically delete old PMs? Because I'm sure that I have not deleted any PMs sent to me.

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Game: The Awakening

OOC: Yes, the PMs get wiped unless you save them.

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Game: The Awakening

OCC: Azure, If/when you have the time, could you please email me another character sheet (sorry to hear about your comp, and I'm afraid I don't have it - because my old PMs got automatically deleted).

[REDACTED]

Also, go ahead and make the damage roll for Tsuru.

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Game: The Awakening

Argint glares at the girl as the topples, reaching for his mace and a tindertwig.
By the Nine! Beast, I'll have you for this imbalance to harmony! If anyone was studying the elf carefully, one might have thought the skin of his right cheek had a flash of silver slither across it briefly.

OOC: How would using the tindertwig work to set her ablaze (presuming I can close with her)?

Intimidate (this should be funny): 13

4 Bonus for to do
I rolled 1d20+4, the result is 13.
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Game: The Awakening

The woman's body loses color, becomes transparent, and melts to the ground all within a second. Where the woman used to be, is now a quickly dissipating puddle of ... liquid.

OOC:

Sorry about the tindertwig- although you certainly can try to put it in the puddle.

Tsuru (if you're still in) and Argint: roll for Sense Motive (DC15) and make a Reflex save. If you pass the Sense Motive, then add a +4 circumstantial modifier to your Reflex.

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Game: The Awakening

woot! not a will save this time...I like having my brains intact. Laughing out loud

Sense Motive: 17
Reflex: 13 (uh oh)
Tumble: 13 (heres to hoping)
Spellcraft: 17 (checkin to recognize effect)
Knowledge(Arcana): 17 (ditto)

Eyes widening, silver irises flaring with intense shock, Argint shouts in surprise,"BY THE NINE!" as he dives into a sideward roll...

5 Bonus for to do
I rolled 1d20+5, the result is 17.
9 Bonus for to do
I rolled 1d20+9, the result is 13.
0 Bonus for to do
I rolled 1d20+0, the result is 7.
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Game: The Awakening

Argint realizes that something is wrong, even before s/he notices the bubbling of the liquid, even before a 10 feet silvery curved entity emerges from the liquid, like an underwater scimitar that has been thrust upwards to break the skin of the water. With all the soul of a small humpback, strange liquid splashes about, and Tsuru gets caught in right in the center of the blade. Argint takes a glancing blow, and is knocked further sideward than he intended to roll, whereas Tsuru is thrown back, mortally impaled.

The Harmonium guards, along with Aras are standing back, stunned.

The curved blade splashes back into the liquid on the ground, and it begins to seep into the cracks on the cobbled street, disappearing into the sewers, or perhaps Undersigil below. Foundry tainted brown/orange haze ominously gathers above. Save the sound of the alarm in the distance, it is eerily quiet.

It starts to rain.


OOC: Evil DM kills off the inactive character.

Argint takes 15 damage

Knowledge (Arcana): this is obviously not human, and the liquification, followed by the 'liquid' humpback sword - is no spell, or special ability that Argint readily recognizes.

7 Bonus for to do
I rolled 3d8+7, the result is 18.
I rolled 3d8+7, the result is 15.
15 Bonus for to do
I rolled 6d8+15, the result is 40.
0 Bonus for to do
I rolled 1d20+0, the result is 10.
I rolled 1d20+0, the result is 7.
I rolled 1d20+0, the result is 2.
I rolled 1d20+0, the result is 8.
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Game: The Awakening

Grabbing at the sizeable gash in his back, the elf glares at the puddle and shafted creature. That could have been me...

Raising from where he landed, Argint absently places the mace back into its cradle and slides the tindertwig into the pouch. He warily steps toward the slain figure, looking for clues...

Ouch...remind me to not take a vacation. Laughing out loud

JK. Search checks following. If I can get some of that liquid (or at least some residue), then I'd go for it.

Search: 22 (not 24. used wrong modifier in roll. my bad :\)
Spot: 23
Listen: 13
Move Silently: 11
Use Detect Magic as well

HP: 9 (so, I'll be circling slowly, so as to keep away from another such attack Eye-wink

6 Bonus for to do
I rolled 1d20+6, the result is 24.
5 Bonus for to do
I rolled 1d20+5, the result is 23.
I rolled 1d20+5, the result is 13.
9 Bonus for to do
I rolled 1d20+9, the result is 11.
Benyamin's picture
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factotums
Joined: 2007-01-03
Game: The Awakening

Feeling the flesh grafting together and the vessels weaving into their proper place, Argint thanks the lady heartily. "May harmony be restored with you as well... He nods toward the smouldering tower to emphasize the depth of his statement.

Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

Everyone is silent. A woman in silken Orange robes bearing the insignia of the Hardheads (though not armored, or armed) emerges from the quickly dispersing wall of guards to examine Tsuru. Within a minute, her thin fingers stop examining the dead ratman, and several others dressed like her examine the area... Perhaps the Harmonium's version of "Investigators," though not nearly as ruthless as the Sodkillers.

The woman, a short, blue eyed elf, approaches Argint.

Are ye all well blood? she pauses noticing Argint trying to look for the liquid

Don't ye worry, it wont be back - it already got what it wanted. That's the third time that's happend this week, first the Hall of Speakers, then the Mortuary, and now the Harmonium Archives. Both times it looks like that bally Athar at the Spire does the same thing - doing the liquid dazzle, and escaping. It's right Groke, that's what it is.

Here, let me heal ye :

She places her bony fingers on Argint's shoulders, and a pale blue glow emnates from her hands.

Like she said, it seems that the only liquid on the ground is the oil thrown from the flask.

Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

Off ye go then. She turns around, and begins to dissolve into the crowd of Harmonium investigators gathered around the Tower.

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