Game: The Awakening

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

Fresh off this morning Sir!!

SIGIS- only the finest news in the multiverse, or your jink back!!

I realize that the trip to the Mortuary was a bit abrupt (not enough for you to stop and smell the roses). I'm working on that. Don't expect to go unmolested on future promenades in the cage. Also, let me know if there's anywhere in particular along the way that you'd like to pass by (not necessarily stop by, but just pass by.

Benyamin's picture
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factotums
Joined: 2007-01-03
Game: The Awakening

The tiefer stifles a chuckle before continuing on, "Eh, I'll keep my jink this time, berk." He winks at the boy. "Already know the dark of that one.

Ashie smiles to himself as he continues down the lane.

Bluff(forgot this): 25 (rather, 28; got used to disguise. lol)

Alrighty. edit: Stayin' true to course for now. Nothing that I can think of

Oh, I'm sure my trips cannot always go unharried; figured there would be plenty to find--and fight--in the shadows of the Silver Mistress Eye-wink

12 Bonus for to do
I rolled 1d20+12, the result is 25.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

Places of Interest -besides the Mortuary- at this junction between the Lower Ward and Hive Ward on Blackshade Lane:

-The White Casket Tavern (for Dustmen)
- A Boarded up home with a small sheet of parchment attached to the front door.
-A Necromancy Magic Shop - with simply the name "Necromancy Shop"
- A very dark alley amongst one of the residential buildings and the Necromancy Shop
---------------------------

Personalities of interest:
- a gathering of armored bashers, likely thugs, around an unarmored commoner off to one side of the street.
- a downtrodden singing tiefer with a curved leather bootpiece serving as a jink-catcher in front.
-A collector standing in front of the dark alley.

Looking ahead to the Mortuary, Argint can discern that there are a host of Dustmen guarding the entrance, perhaps a dozen, along with four giant, armored skeletons. This seems like an unusual amount of protection for the Mortuary, but these are after all, unusual times- even for Sigil.

Benyamin's picture
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factotums
Joined: 2007-01-03
Game: The Awakening

Ooo...now those sounds like fun. Smiling

Disguise: 23 (33 with +10 racial circumstance)

Move Silently: 29

Sense Motive: 17

Knowledge(local): 16

Listen: 25

Spot: 17 (sizing group up; any mages in crew)

Search: 18

Eldreesh, a swarthy half-dragon, his onyx scales rippling with a smoky green tint, steps quietly behind the closest of the group and glares his acidic emerald irises at the commoner. He attempts to appraise the situation while waiting to be acknowledged by the motley group.

12 Bonus for to do
I rolled 1d20+12, the result is 23.
9 Bonus for to do
I rolled 1d20+9, the result is 29.
5 Bonus for to do
I rolled 1d20+5, the result is 17.
6 Bonus for to do
I rolled 1d20+6, the result is 16.
5 Bonus for to do
I rolled 1d20+5, the result is 25.
4 Bonus for to do
I rolled 1d20+4, the result is 18.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

The five thugs - 2 humans, 2 tiefers, 1 fire genasi are obviously extorting this poor commoner - who at a closer look is bloodied quite badly. They are all in similar spiked leather bodysuits. Two hold short swords, one has a falchion in a scabbard. The remaining two flank the commoner, and wield fist irons.

A goat-footed, red-haired tiefling (with the falchion) who appears to be the leader of the pack is slightly startled by Eldreesh. He turns around and narrows his red eyes.


Ye'd best pike off, berk, if ye know what's good fer you!

Despite his brash statement, he appears slightly unsure. The remaining thugs ready their weapons towards the half-dragon.

Intimidate: 15

0 Bonus for to do
I rolled 1d20+0, the result is 9.
Benyamin's picture
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factotums
Joined: 2007-01-03
Game: The Awakening

Intimidate: 24 (nat 20) give whatever bonuses you think fit for the racial

Bluff: 21

Nostrils flare with feral frustration. I'll certain pike sssomething if you keep mouthing, ssod. It'sss time for ye to leave. Obsidian spittle slides down the the leering grin of Eldeesh's toothy maw.

4 Bonus for to do
I rolled 1d20+4, the result is 24.
15 Bonus for to do
I rolled 1d20+15, the result is 21.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

-4 attack rolls for being intimidated - all other rolls are normal. Also, make an intimidate roll each round whilst fighting these berks.

Seeming slightly afraid at first, then enraged at having his authority being challenged, the leader yells: Get 'im!!!

The whole group attacks the beast.

Do you keep your natural AC and attacks when in another form, or do they change?

3 Bonus for to do
I rolled 1d20+3, the result is 16.
I rolled 1d20+3, the result is 5.
I rolled 1d20+3, the result is 17.
I rolled 1d20+3, the result is 12.
I rolled 1d20+3, the result is 22.
0 Bonus for to do
I rolled 1d20+0, the result is 4.
I rolled 1d20+0, the result is 6.
I rolled 1d20+0, the result is 15.
I rolled 1d20+0, the result is 3.
2 Bonus for to do
I rolled 1d12+2, the result is 4.
1 Bonus for to do
I rolled 1d6+1, the result is 7.
I rolled 1d6+1, the result is 5.
2 Bonus for to do
I rolled 1d4+2, the result is 3.
I rolled 1d4+2, the result is 6.
Benyamin's picture
Offline
factotums
Joined: 2007-01-03
Game: The Awakening

Intimidate: 13
Initiative: 20

I keep my AC but lose the slam attack of the 'ganger. Gain natural attacks and extraordinary special attacks of the new form.

Full attack and five foot step toward boss.

AC(bite): 12
AC(claws): 22
Damage(bite): 2
Damage(claw): 4

Edit: If I can, could I alter this and use the breath weapon? I didn't realize I had the option. If so...

Line of Acid(straight at the boss, though five foot step to exclude commoner while adding another basher). DC12 refl.

Damage: 32 acid

Roaring with rage at the foolish tiefling, Eldreesh lunges forward and snaps and slashes. Join the Dead Book, berk!

4 Bonus for to do
I rolled 1d20+4, the result is 13.
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 12.
3 Bonus for to do
I rolled 1d20+3, the result is 22.
1 Bonus for to do
I rolled 1d6+1, the result is 2.
I rolled 1d4+1, the result is 4.
0 Bonus for to do
I rolled 6d8+0, the result is 32.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

Damage: 3
Damage: 5

Watching their

3 Bonus for to do
I rolled 1d20+3, the result is 19.
I rolled 1d20+3, the result is 4.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

Damage: 3
Damage: 5

A short sword and fist iron manage their way through Eldressh's defenses. Though they are paled in comparison to the counter attack.
The Leader is lucky to roll out of the way, though a cronie is not. The acid is upon him, and horrifically liquifies not only his flesh, but armor as well.
The two bashers with the Fist Irons flee in terror, leaving only the leader, as well as a short sword wielding fire genasi.

3 Bonus for to do
I rolled 1d20+3, the result is 20.
I rolled 1d20+3, the result is 6.
0 Bonus for to do
I rolled 1d20+0, the result is 1.
I rolled 1d20+0, the result is 10.
I rolled 1d20+0, the result is 19.
I rolled 1d20+0, the result is 14.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

Round 2:

(init: 7
Attack: 14
Damage: 3)

Go ahead and make your rolls

The leader is the first to attack, though misses wildly with his bejeweled falchion. He is wounded as the bite gets his neck, and the mace on the back of his head sends him running. The fire genasi finishes off his attack, nicking the half-dragon on the shoulder, but then flees as well.

3 Bonus for to do
I rolled 1d20+3, the result is 21.
I rolled 1d20+3, the result is 7.
0 Bonus for to do
I rolled 1d20+0, the result is 3.
I rolled 1d20+0, the result is 17.
2 Bonus for to do
I rolled 1d12+2, the result is 8.
1 Bonus for to do
I rolled 1d6+1, the result is 3.
0 Bonus for to do
I rolled 1d20+0, the result is 9.
Benyamin's picture
Offline
factotums
Joined: 2007-01-03
Game: The Awakening

Intimidate: 12
Initiative: 14

AC(Bite): 18
AC(Mace): 13 (forgot +1 enhancement)
Damage: 5
Damage: 7

How much damage have I taken? I count 18 from the first two rounds, with 3 this round...21?

Eldreesh roars and bites the Genasi, while yanking a flanged mace from his belt. He hefts the iron weapon at the tiefer, glaring at his acid green eyes. Your legs are running...time for your empty head to catch up!

4 Bonus for to do
I rolled 1d20+4, the result is 12.
6 Bonus for to do
I rolled 1d20+6, the result is 14.
5 Bonus for to do
I rolled 1d20+5, the result is 18.
1 Bonus for to do
I rolled 1d6+1, the result is 5.
I rolled 1d8+1, the result is 7.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

Damage from the first round = 3+5, second round = 3 so the total is 11. Edits above

The unarmed commoner- a stout, middle-aged human- flees right as the last of the thugs do, though oppositely from the thugs- towards the Mortuary, where the Dustmen guards stand.

0 Bonus for to do
I rolled 1d20+0, the result is 16.
I rolled 1d20+0, the result is 18.
I rolled 1d20+0, the result is 19.
Benyamin's picture
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factotums
Joined: 2007-01-03
Game: The Awakening

If so...hope they can outrun this.

AC(boss): 20
Damage: 8

Dropping his mace as his hands slide a light crossbow into their clawed grip, Eldreesh levels the bolt at the tiefer's back, using the bounding shoulder blades to center his shot. As it twangs, the half-dragon roars. "Let me lend you some speed, half-fiend-whole-fool!! He cackles heartily in the draconian style.

If this downs the tiefer, he'll pursue him.

If not, Argint takes after the commoner, collecting his mace on the way.

Use fly if possible to cut the commoner off before he gets the Dusties involved.

1 Bonus for to do
I rolled 1d20+1, the result is 3.
5 Bonus for to do
I rolled 1d20+5, the result is 20.
0 Bonus for to do
I rolled 1d8+0, the result is 8.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

The crossbow bolt enters the area between the fiendling's shoulder blades, piercing his armor, and perhaps its heart. He drops the falchion. He drops to his knees. Then has one hand on the ground, and one reaching towards his genasi companion... to no avail- the fire genasi doesn't even look back as he flees for his life.

He tries to scream, or say something, but only regurgitates blood as he falls over to his side. The tiefling is slowly dying.

Benyamin's picture
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factotums
Joined: 2007-01-03
Game: The Awakening

Eldreesh gathers his mace and steadily marches over to the tieflings bloody form. He studies him for a moment before he holsters the blunt weapon. Reaching down, he collects the jeweled falchion, balancing it in his claws.

A beautiful weapon for a treacherous fiend...

He slams the blade into the creature's neck, splintering bone and slicing flesh.

Treacherous indeed.

A grim smile settles on his face at ending such a wasteful creature's life.

AC: 21 (forgot -4 for improficiency, so 17)
Damage: 7 +1(str)=8

Looting corpse of gear as much as possible, if Argint senses he won't be hindered.

Drags body to shady area as well...
Hide: 27

5 Bonus for to do
I rolled 1d20+5, the result is 21.
0 Bonus for to do
I rolled 2d4+0, the result is 7.
9 Bonus for to do
I rolled 1d20+9, the result is 27.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

The half-blood finds some potions attached to the fiendson's belt as well as some money in a pouch.

Almost immediately, the Collector that was standing in front of the dark alley, moves towards the acidified body of the first thug to die. He bends over, and starts to strip the body with his gloved hands- uncaring if anyone is observing him or not.


On the Body:
Potion of Aid
Potion of Hiding
84 Jink
Silver Earring
Destroyed leather armor (spiked)
Belt
Falchion

Benyamin's picture
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factotums
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Game: The Awakening

Stapping the belt with scabbard across the opposite hip of his mace, Eldreesh marches swiftly to the collector. Leering down a rankled maw, the half-dragon softly, but menacingly, states. You might want to hand me my gear, cutter.

The jeweled falchion leveled at the figure's throat empathizes his point.

Intimidate: 19

I pouched the other gear, while leaving the potions on the belt. (which he donned)

4 Bonus for to do
I rolled 1d20+4, the result is 19.
Benyamin's picture
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factotums
Joined: 2007-01-03
Game: The Awakening

Indeed...

Spot: 25
Sense Motive: 18

Both to see if he is making off with anything.

Listen: 16 for incoming trouble

5 Bonus for to do
I rolled 1d20+5, the result is 18.
I rolled 1d20+5, the result is 25.
I rolled 1d20+5, the result is 16.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

The hooded collector innocuously looks at the half dragon with his dirty, though gloved palms open in the air, showing no desire to argue. He moves his brown figure back towards the alleyway, never taking his eyes off the half-blood.

It's yer's, I...I was just lookin' at the body...

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

He probably did manage to fleece a small item or two is what intuition tells. Though Eldreesh is not certain (he doesn't see anything)

No signs of trouble, or backup. In the background, the sounds of the tiefling street performer drown out the nothingness of the unusually silent street.

0 Bonus for to do
I rolled 1d20+0, the result is 18.
Benyamin's picture
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factotums
Joined: 2007-01-03
Game: The Awakening

Allowing the scavanger to scamble away, Eldreesh grabs the smouldering corpse by the belt and drags him into the shadows as well, where he scours the body for any remaining gear.

Moments later, a heavily cloaked figure, a githyanki if anyone can see into the darkness of his cowl, emerges. A sharp-eyed and perceptive creature might detect the slight bulge of a falchion and mace pommel at opposite sides of the creature's hip. The unobtrusive figure slinks along the commoner's path of flight.

Disguise: 32

He'll loot the melted corpse as well.

HP: 13...I hope I can get a cure(light) soon. lol.

But I'm not complaining...that could've been worse-it comes down to dice and decisions. Eye-wink

Plus, a good fight never hurt anyone. Too badly anyway. Laughing out loud

22 Bonus for to do
I rolled 1d20+22, the result is 32.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

The armor and clothing of the acidified corpse have been thoroughly destroyed. What remains are a few shiny, clean (as if just treated with acid) jink commons. (10)

Maybe you can extort the commoner for some healing. Although I wouldn't try the Dustie guards. Smiling

3 Bonus for to do
I rolled 1d20+3, the result is 10.
Benyamin's picture
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factotums
Joined: 2007-01-03
Game: The Awakening

LOL. We shall see. We shall see.

Oh, Argint is also carrying the tiefer's head, hidden within his cloak. Eye-wink

As the 'yanki rounds the bend, his face morphs into a very pale human, whiskers extruding off of his face as though he hadn't shaved in a few days. The dull brown of his eyes show a vast disillusionment with life, while his clothes remain as before: a heavy cloak tightly draw to conceal the person underneath.

Disguise: 30

Spot: 23
Listen: 24
Sense Motive: 21
Search: 6
Move Silently: 18

He is reading the situation ahead with the commoner and Dusties as best he can before closing the last few feet.

22 Bonus for to do
I rolled 1d20+22, the result is 30.
5 Bonus for to do
I rolled 1d20+5, the result is 23.
I rolled 1d20+5, the result is 24.
I rolled 1d20+5, the result is 21.
4 Bonus for to do
I rolled 1d20+4, the result is 6.
9 Bonus for to do
I rolled 1d20+9, the result is 18.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

Two Dustmen are questioning the commoner, whereas almost all of the remaining ten have spotted Argint, and are throwing him suspicous, 'narrow-eyed' looks. The dusties normally wear drab, hooded robes, and most of these do. However, Argint can sense, though he cannot pinpoint, that there is some kind of magical protection upon these guards's robes - he thinks that he may see an occasional glimmer from the normally light-absorbing vestments.

The four giant skeletons each carry a very, very large sword.

Argint cannot make the specifics of the conversation with the commoner, but he has a good feeling that if he inches even a bit closer, he will be approached.

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factotums
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Game: The Awakening

Bluff: 24

Continuing on hesitantly and timidly, but still steadily, the figure glances backward as though he fears someone else behind him enough to continue onward. He walks as openly as he can, though his shoulders hunch to make him appear innocuous and daunted.

If unchallenged, he walks to the group with the commoner.

15 Bonus for to do
I rolled 1d20+15, the result is 24.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

As he walks towards the other group, two of the dustmen approach him. One of them, an old human woman simply asks him:

Business?

0 Bonus for to do
I rolled 1d20+0, the result is 19.
Benyamin's picture
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factotums
Joined: 2007-01-03
Game: The Awakening

The now slightly shaking human raises his downcast head to look toward the lady, though his eyes dart to and fro with fear. W-w-with de man...I w-w-wont be long and tr-roublesome. I pr-romise. He nods toward the commoner to make it clear which man he means, his eyes return to staring at the cobble street.

Not below screening as cowards. Laughing out loud

Diplomacy: 19
Bluff: 32
Disguise: 31

10 Bonus for to do
I rolled 1d20+10, the result is 19.
22 Bonus for to do
I rolled 1d20+22, the result is 31.
15 Bonus for to do
I rolled 1d20+15, the result is 32.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

I've seen many of the Dead pass through these doors , but I have never seen you before. Who are you? She persists

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Game: The Awakening

He looks terrified at the notion he is a Dustie or being accused of charading as one. N-no...not a D-dustie, M-ma'am. I-i am al-l...albino. An' h-have a blood pr-roblem. I...am j-just a messenger. C-call me Sshrymp.

Diplomacy: 27

10 Bonus for to do
I rolled 1d20+10, the result is 27.
Trias's picture
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factotums
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Game: The Awakening

Still distrustful, the woman allows him to continue on his way to the commoner and two other Dusties.

Be prompt then.

She, and none of the other Dusties say anything to him, though they are scrutinizing him carefully.

Knowledge: Local - Dusties are especially suspicous of anyone or anything that approaches the Mortuary after the recent attack

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factotums
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Game: The Awakening

A light of relief shimmers in his eyes as Shrymp expels his gratitude. T-thank ye! I'll b-be swifter than smoke..er, air!

He smiles in simple innocence as he shuffles toward the commoner and other Dusties.

Diplomacy: 20
Bluff: 17

10 Bonus for to do
I rolled 1d20+10, the result is 20.
15 Bonus for to do
I rolled 1d20+15, the result is 17.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

The two Dustmen, as well as the commoner pause their conversation, and all turn their heads at the new arrival, seeming confused and expectant. Wondering why he's here.

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factotums
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Game: The Awakening

The shivering human walks up to the commoner and says in a barely audible whisper. S-sir..ccould we talk? I h-have a m-message to give...m-my master says you w-would be interested to know the outcome of your last..."customers." He angles himself to allow the figure an open path to lead off a few feet to talk in private, if the commoner so desires.

Diplomacy: 27

10 Bonus for to do
I rolled 1d20+10, the result is 27.
Trias's picture
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factotums
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Game: The Awakening

The commoner gives Argint the "are you a barmy" look for a moment, but then realizes what he's talking about.

They weren't my customers, cutter - just a bunch o' bullies tryin' to give me the laugh. Those berks usually catch me right outside me kip in the morning as I'm off ta work, today, I tried taking another way, but it isn't easy to hide in the Anthill.

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factotums
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Game: The Awakening

T-then, you w-will welcome the message I h-have to d-deliver, Sir. B-but it'ss better if I tell you alone. He glances back toward the way he came again, as though to add "for my sake, anyway."

Bluff: 19
Diplomacy: 28

15 Bonus for to do
I rolled 1d20+15, the result is 19.
10 Bonus for to do
I rolled 1d20+10, the result is 28.
Trias's picture
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Game: The Awakening

The man looks suspiciously at Argint.

Message from whom? Who's yer master? An' why all the secrecy?


He turns back to the Dustie guards:

Ok then, just gimme a minute.
He pulls off Argint to one side, making sure that he is in full sight of the dusties, should Argint be more than he seems.

What did ye want to deliver?

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factotums
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Game: The Awakening

It'ss only t-that those Dusties m-might mistake m-my token of truth...

Shrymp lets the edge of cloak to fall away, revealing the tiefer's head hanging from his left hand, though he stands so that only the commoner sees it. Eldreesh, m-my master, wishes y-you to know they w-won't be bothering y-you again...H-he only d-desires that y-ye be k-kind enough to r-repay the favor should he n-need it.

Diplomacy: 29

10 Bonus for to do
I rolled 1d20+10, the result is 29.
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factotums
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Game: The Awakening

There is a gleam of shock, and recognition in his eyes. Tell yer master that I thank him blood, but I don't think I can repay him.

I got no jink, and he looks like he can take care 'o himself. I wouldn't want to meet the cutter who'd send him askin for help.

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factotums
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Game: The Awakening

Redrawing his cloak, the human nods. True enough...h-he j-just l-likes to leave his options open. Do n-not fear that h-he'll bother you.

H-have a good day...

He purposely trails the sentence to allow the commoner to state his name.

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factotums
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Game: The Awakening

S..Selp Leh. Thanks ye again.

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factotums
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Game: The Awakening

Good day, Sselp. May yer morningsss be untroubled.. The voice is sturdy and draconian. Two emerald eyes peer from the pale face before the right one winks. The human turns away and shuffles away back toward the intersection where the fight occurred.

Disguise: 36 altered eyes
Bluff: 34 altered voice
Knowledge(local): 19 on name

22 Bonus for to do
I rolled 1d20+22, the result is 36.
15 Bonus for to do
I rolled 1d20+15, the result is 34.
6 Bonus for to do
I rolled 1d20+6, the result is 19.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

Besides the occasional Cager passing by, the intersection appears as it was - Argint also notices that there is no more corpses on the street, though the collector is standing right where Argint last saw him.

The street performer continues to sing loudly, albeit off-key.

Benyamin's picture
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factotums
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Game: The Awakening

Stepping into the shadows for a moment, the figure that emerges is one of leather and scales, his horned snout last sceen by a mage/crow.

Klar'si'nar walks steadily the collector, his crimson orbs aflame with hauteur and simmering ire. What are you peddling, berk? His breath smells like brimstone and cinders, a tinge of black coating the seat of his pearly fangs.

Disguise: 42 (nat 20)
Bluff: 25
Intimidate: 12
Sense Motive: 9
Search(using Darkvision): 6 past collector, into alley
Spot: 24 ditto

22 Bonus for to do
I rolled 1d20+22, the result is 42.
4 Bonus for to do
I rolled 1d20+4, the result is 12.
5 Bonus for to do
I rolled 1d20+5, the result is 9.
4 Bonus for to do
I rolled 1d20+4, the result is 6.
5 Bonus for to do
I rolled 1d20+5, the result is 24.
15 Bonus for to do
I rolled 1d20+15, the result is 25.
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factotums
Joined: 2006-08-14
Game: The Awakening

I...I'm not peddling anything, though ye might want o check this Hole if ye're lookin' to buy.

He points at the Necromancy Shop besides him, in an attempt to draw attention away from himself.

0 Bonus for to do
I rolled 1d20+0, the result is 12.
Benyamin's picture
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factotums
Joined: 2007-01-03
Game: The Awakening

A pointed ear, which points to a possible elvin parentage, of crimson scales cocks slightly. And what are you doing, Sod? Keepin' the dark from leeking out of the lane.. Klar'si'nar chuckles, faint traces of smoke slithering out with each laugh.

Intimidate: 19

This guy is going to have a drinking problem with all the draconian craziness he's been in. Laughing out loud

4 Bonus for to do
I rolled 1d20+4, the result is 19.
Trias's picture
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factotums
Joined: 2006-08-14
Game: The Awakening

I'm er... patrolling the streets. No deader's safe... not that it really needs to be.

The man stands his ground. Visibly relieved that Argint's disposition is not quite hostile...

Benyamin's picture
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factotums
Joined: 2007-01-03
Game: The Awakening

A deep throated chuckle--that almost could be mistaken as a growl--emanates from Klar. Hahaha...And what would the name of this deader guardian be?

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

Edahs, who're you - and what brings a basher like yerself to these parts?

The man calms down as Klar'si'nar's disposition becomes conversational. Though first Eldareesh, now this.. There was an odd overabundance of scaled creatures passing by Blackshade Lane this morning.

Benyamin's picture
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factotums
Joined: 2007-01-03
Game: The Awakening

Edahs...and why didn't Edahs do his duty when Selph Leh needed it? The half-dragon looks down his ruddy snout, pinpricks of red flame rising his in eyes.

A friend of mine told me that he had to disperse a group of addle cove bashers beating of Selph on his own...without you. Smoke billows out of Klar's nose, creating a circular frame around Edahs' face.

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