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The Haven General [IC] A Tyrian Intrigue [4e Dark Sun]
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Locked: [IC] A Tyrian Intrigue [4e Dark Sun]
10 months ago  ::  Aug 06, 2012 - 1:47PM #141
Harn_Winterfell
Date Joined: Jul 11, 2008
Posts: 3,801
Aldalec considered once again leaving Rukhar in the alleyway trying to hold his entrails in but figures that most of his group lack the same sense of punishment he does.  Instead he plastered a sneer on his face as he took the pendant from the vile man.

"Who do you usually deal with in the Undertyr?  Human? Elf?"  The bard waited for more forthcoming information before throwing more fuel onto Gourdon.

"Gourdon will want to know where his cut is as well.  Let's have it and you can hope that it placates him and the rest of the Templars.  If not...well I suppose you'll grow used to whatever life it is they decide to leave you.   If you're lucky they'll leave you the use of at least one limb."

"I'll be keeping this pendant of yours and speak well of you and yours to the ears of Gourdon so that may offset his ire at your oversight of his share."  

Aldalec moved to stand closer to Sand if things got ugly again and spared a look to where T'Chai was waiting in his elevated position.
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10 months ago  ::  Aug 07, 2012 - 6:45PM #142
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
Seeing that Aldalec intends on keeping the amulet Rukhar pathetically begs for it

"C'mon! I need it back or they'll have my skin!"
 

Then, Sand and T'Chai step closer in a menacing stance. And reminded of the beating he just took, Rukhar quickly goes quiet though. 

"Alright you can can have it, we'll just make ourselves scarce" Then Lothi jumps in the conversation to ask about the entry point the Undertyr to make sure you can access the meeting point with the amulet if you decided to do so. He goes on about about the explanation for about five minutes, and when you are satisfied that it's clear enough for you, you decide to move on. You leave the veteran gladiator and his minions to lick their wounds, not without a few last threats for good measure.

OOC Show
Other routes are possible, but one you may have forgotten because it's PbP format and it has been weeks instead of an hour of play time: Thiel Dhakkar had suggested that you inform him of any significant progress... maybe you can bring him the amulet. If you want to discuss or ask me about other routes, we have the almighty OOC at our disposal
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10 months ago  ::  Aug 09, 2012 - 10:08PM #143
Harn_Winterfell
Date Joined: Jul 11, 2008
Posts: 3,801
The bard looked at the stone pendant and the carving of the square with a leaf in it. 
"Any of you have any idea the significance of the symbol on this?"  

He looked about at his companions and then to Bharhas, "It may be that, even though little time has passed, we may need to inform interested parties of this and what we have unearthed thus far.   Be a shame if we vanished with no one to mourn our passing hey? Ha ha!  Along with that this may be a good time to seek some hired blades in case things go poorly."



Mechanics Show
 Spend 1 Healing surge plus Song of Rest for full hps. To see if can determine symbol on pendant: Arcana and Streetwise. (1d20+6=7, 1d20+10=13) 

OOC Show
Keep in mind Song of Valor for bloodying opponents.

Expended Powers Show

DM note! Show

Combat Stat Block Show

Aldalec Rynthorium of Raam
Male Human Valorous Bard Level 3
Languages: Common, Giant
Athasian Minstrel
Vitals: Medium, 5'7" tall, 145 lbs Age: 22 Senses:
Insight: 15 Perception: 15
Powers and Stats:
Encounter Powers
[_] Second Wind
[_] Poisoned Strike
[_] Words of Friendship
[_] Majestic Word
[_] Majestic Word
[_] Focused Sound
[_] Song of the New Dawn


Wild Talent(s)
Object Projection

At-Wills
Arcane Defiling
Cutting Words
Vicious Mockery
Staggering Note

Daily Powers
[_] Action Point
[_]Stirring Shout
[_]Canon of Avoidance


HP:
HS:
AC:

Fort: Ref: Will:
Core 36
9

16
15
17 18
Cur
36
5

0 hp Temp
Surge: 9 hp Init: +3 Speed: 6
Resist: Poison 2
Saves: none
MBA:
Longsword +7 1d8+2
RBA:
Widow's Knife +7 1d4+3

RBA: Longbow +6 1d10+3

Carried: 97 lbs
Daggers (9):
Longbow and 20 arrows
Amulet of Health
+1 Bard's Songblade +2
Things of note
Bardic Powers: See Virtue of Valor, Song of Rest, Rousing Voice
FEAT: Versatile Expertise: +1 w/heavy blades and instruments
Combat Round x Notes


Virtue of Valor/Song of Rest/Rousing Voice Show

Virtue of Valor
Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier (+4) at 1st level

SONG OF REST

When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+5) with each healing surge. A character can be affected by only one Song of Rest at a time.

ROUSING VOICE
Heroic Tier

Prerequisite: Human, bard
Benefit: When an ally within 10 squares of you uses second wind, he or she gains also temporary hit points equal to your Charisma modifier. (+5)

Current Bank Show


Bank amounts as of 6.28.2012
Party Fund:
02.2
Sand: 680
T'Chai: 680
Lothi: 200
Bharas: 200
Aldalec: 680


*200 owed to us upon completion of assignment by Thiel Dakhar.
Weapons & gear:

Spellbook x2 -Aldalec
Coins & valuables:
Art pieces:
Coins:
Gems:
Non-assigned magical items:

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10 months ago  ::  Aug 11, 2012 - 5:47AM #144
Brys
Date Joined: Jan 10, 2008
Posts: 4,521
T'Chai tilts his head to the side and clacks to himself for a moment.  He seems to reach a conclusion and works to translate.  "Tik returns as la, not news of a trail."  He checks his equipment and is prepared to continue on.
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10 months ago  ::  Aug 11, 2012 - 9:20AM #145
Orbin
Date Joined: Feb 9, 2007
Posts: 3,266

Sand looks between Aldalec and T'Chai waiting for someone to make up their mind where the group is to head to next.

Mechanics Show

Spend 2 surges to get to full thanks to Song of Rest


Combat Stat Block Show
AC: 19 Fort: 17 Reflex: 14 Will: 14
HP: 42/42
Bloodied Value: 21
Healing Surges Used: 3/11
Surge Value: 11
Initiative Modifier: +3 
Status:
Other Relevant Information:
Action Points Used: 1/1

[] Second Wind
[] Stone's Endurance
[] 
Wasteland Fury
[] 
Funneling Fury
[] Minor Resurgence
[] Advanced Lunge
[] Tempest Dance 
[X] Exsiccating Short Sword

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10 months ago  ::  Aug 12, 2012 - 6:47PM #146
MightyManrock
Date Joined: Aug 17, 2010
Posts: 827
Lothi nods toward T'Chai. "Interesting way of puttin' it, but what the Thri-kreen says is wise. Thiel would expect more than this."
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10 months ago  ::  Aug 14, 2012 - 6:43PM #147
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
Aldalec analyses the amulet for a while and senses that it is imbued with some arcane magic. Apparently nothing dark or dangerous, and probably only a "communication" spell that allows the Laq suppliers to respond to its call.

The group discusses its plans for a short while and decides to move on, determined to find out more about these mysterious suppliers from the UnderTyr. Following Rukhar's instructions, you find the old crumbling house that he described without much trouble.
There, you spot tracks going in and out of a pile of debris covering an old wooden door on the ground. The door is not attached to anything and you shift it sideways, enough for the largest of you to squeeze in the underground staircase.
 
Sand leads the way, torch in hand, while Lothi keeps a close eye on potential curious onlookers. Not entirely trusting the Elf yet, when it's down to the two of them, Aldalec insists on going last and shifting the door back in position.

Down there, surrounded by darkness and the smell of dust and decay, you start moving forward cautiously, along a corridor. In the corridor, you find two torches on the wall that you decide to light up in case you have to make for a quick exit, at least the last few meters won't be in the dark.
Everything is as described by the Iron Rats leader. You find an intersection with a door on the left and on the right leading to impasses. As you keep going forward, You find a large rectangular room, with a low ceiling and some sort of altar. A door on the right of this room leads to another long hallway paved with man made square stones of different pinkish colors. This hallway also has a door on the left and on the right facing each other. The left one leads to a small square room with a strange sign on the floor, while the right one only leads to a natural tiny cave.

Then you reach the destination that Rukhar described, and even larger room, carved in stone, with 4 statues in the middle. On the left is an old dried up fountain, while you can see an alcove on the right with  steps leading to an old throne.
As you step into the room, the amulet in Aldalec's hand starts glowing green and pulsing, probably sending the signal that a fresh load of Laq is needed.

Maps Show


Larger Version


Larger Version

Map:
Debris: Difficult Terrain
Throne & stairs: Difficult Terrain
Statues: Infranchissable Terrain, occupy a full square, block LOS
Dried fountain: Difficult Terrain
Doors: [-F:-E, 30] from which you are coming
Doors: [-F:-E, 37]

Short Rest Show
Aldalec spends 1HS and Sand spends 2 HS. I spent only one for Bharhas, let me know if you feel strongly about spending a second one and I will.

Sand
42/42

Lothi 34/34
T'Chai 35/42
Bharhas 32/40
Aldalec
36/36

Used powers:
Aldalec: HS: 4/9, AP: 0/1
Bharhas: HS: 2/6, AP: 0/1
Lothi: HS: 0/8, AP: 0/1
Sand: HS: 6/11, AP: 0/1 Exsiccating Short Sword
T'Chai: HS: 2/7, AP: 0/2
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10 months ago  ::  Aug 16, 2012 - 9:31PM #148
MightyManrock
Date Joined: Aug 17, 2010
Posts: 827
Lothi notes the surroundings as they enter, nodding as he notices the details that Rukhar mentioned. "At least we haven't been lied to so far..."

When the amulet in Aldalec's hands begins to glow, Lothi looks around in surprise and whispers hoarsely, "Think maybe we should lie in ambush? Just in case, y'know."
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10 months ago  ::  Aug 17, 2012 - 7:26PM #149
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[NPC'ing Bharhas]

Hearing Lothi's words, with his hand on the pommel of his Katar, the mysterious warrior nods

"Aye, we don't know where they could be coming from, but that doesn't mean we shouldn't be prepared. I guess one or two of us should remain visible and the rest hides to surprise them."
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10 months ago  ::  Aug 17, 2012 - 7:54PM #150
MightyManrock
Date Joined: Aug 17, 2010
Posts: 827
Lothi chuckles. "I'd imagine a low-life city elf, a wasteland hunter insect and a man of mystery such as yourself would be good candidates for that."

The elf glances about. "Say each of us three takes a statue? Whichever direction we hear sound from, we hide in the opposite?"
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The Haven General [IC] A Tyrian Intrigue [4e Dark Sun]
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