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4 months ago  ::  Jan 20, 2013 - 3:09PM #1
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,477



Event 1: Trouble in Korimm’s Cove



 


Life is boring at the big house where you with your relatives live, located outside of a large town named Korimm’s Cove .

Your family consist of your father and his two brothers, triplets and all the rest are their children. Only one of these brothers resides at your house most of the year. When none of them aren’t nearby then the Caretaker at the Orphanage name Denek comes by checking in on you and the others about your age. The brother who there most of time is the household senior; named Skav Stoygard, yet his brothers, Zaedros and Vellus do show up few times a year with gifts for everyone and when they are only passing-by they take one or two of the “little cambions” to visit their mothers yet no matter how short their visits their presence in the house is always enjoyable.

Zaedros and Vellus never visit the town and takes great lengths to avoid the people that live in the small city as well as avoid Denek. All your kin have sworn since nearly birth that while away from the house and when around anyone that doesn’t live at the house to never mentioned nor speak of Zaedros and Vellus nor their mothers’ to anyone including to each other.

Presently Skav has taking became ill with drowsiness and bad dreams that had him mumbling when he does get some sleep that followed by him waking up sweaty and quiet. The senior has taken ill before like this but never for more than week and at usual the routine boring living conditions with chores and studies became a more tedious and bothersome routines with the normally gentle and courteous Skav behaving irrational and irritable. This time the debilitating state was going on for more than two weeks. With Skav unable to perform his duties he does working at the orphanage next to the town’s walls in a lightnous next to shore brought Denek to the house to check on him.

Denek who always harsh toward Skav would looked at the suffering Skav with a scornful look like there was something Skav should say to him or do while the old man cared for him, The look quiets the senior Stoygard but doesn’t help in making the cambion in feeling better. Denek will hold the famous scornful glare against Skav while never requesting nor ask him to say anything.

While Denek was at the house, this time one of your cousins suggested to do Skav’s work at the orphan for him in which Denek who always was kind toward you and your kin near your age even when you knows he know you done something he normally would disapproved of harshly, respond by telling you that the work doesn’t pay and Skav always comes by and do the work on his own bidding.

You knew that Skav with his two near identical brothers grew up at the orphanage Skav been working for since you was born but until now you didn’t know the work was done for free.

At the big house the family lives comfortably in which you always thought was because of the efforts by all of your parents from their travels plus Skav Stoygard work at the orphanage in which the children that grew up there always returned from time to time bringing plenty of gifts to help support the orphanage’s cares and supplies yet until now you didn’t know Skav Stoygard was working as his gift to the Korimm best haven for parentless children.

Your cousin suggestions was meant to gained more time away from studies and away from house to make more time to be around town longer to earned an extra coin or a little excitement in life. In town you and your cousins loved doing tricks and out-smarting those mean mercenaries who comes to town often with lots of gold they boast as their conquest. When they are in town they always starting fights or bullying the locals their age while rudely buying anyone’s time and services in a manner that only they find satisfaction by their sense of importance.

Denek turned down your cousin’s offer intiatally but after some persistent pleading by convincing him that all of you and the kin your age was old enough to have regular jobs if your parents wasn’t insistent they you study more in which Denek agreed and decided to let your cousins work until all the worked already lost was caught up or Skav returns. It was obvious Skav felt a little satisfaction in Skav working at the orphanage which also became a mystery on why such a nice man like Denek was so harsh on one of his successful products like the Manor Of Stoygard represents.

Of’course always when one of your cousins and siblings would “go to town,” all of you will come along and as soon as all of you reach town you would bound together like a tight gang.

Especially when Skav Stoygard and Denek isn’t with you for that when the polite, courteous and intelligent heirs of the Stoygard’s Manor turned into a gang of mischeviously clever cambions that can rival any professional con men whom are also on your sights for obtaining a laughed and coin from.

Once in town you would sneak around among the crowded places quickly pulling harmless stunts and small cons on the shady and rowdy visitors and travelers while the citizens of Korimm’s Cove enjoyably watched on.

After you and your cousin surprised Denek by showing up together then before he check on your progress of the painting Skav was in the middle of doing, all of you worked together and finished the job and were gone.

Your kin afterwards headed directly to the busy shipping port area looking for con men rowdies to entrapped in their own game yet today you found a group of foul talking mercenaries looking to cheat the locals and the sea merchant alike playing rolling the bones game.

The tricksters is the cue one of you cued up for your first stunt to pull for this day on these unsavory looking group yet for this day this will be the only trick you will tried at the Drowned Fish tavern and in town for the the trickster plan didn’t work out as you planned because your marks were not inebriated mercenaries, but rather a group of seasoned adventurers.

Now you’re scrambling unto the streets of the port area with six drunk, very angry individuals who are experts of the many sorts of the same skills in which each of your family kin been learning from their studies, ranging from martial prowess to quick complicated reaction chasing you.


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4 months ago  ::  Jan 31, 2013 - 2:04AM #2
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,477

The young Stoygards now have time to roamed the town's busy center around the docks and went into a small, dingy yet well liked pub. There saw some mercenaries at a table with couple of the locals making good winnings with a set of rolling bones.

Seeing how much enjoyment the adventurers was having with the locals by spending their gold, making the pub money while running a table of chance and winning the the amount they was spending from local dock worker's a little too easily seems insulting to the young teifling, So all of you decided to test their loyalty to each other by manuevered the many patrons at the pub into setting up a flim flam called "Let's All The Bones Rolls."

This is a con game where there's only one good set of bones at the game and new rollers keep joining in and quitting while switching in a fake bone into the set for of good bones then making the flawed roll then passed it to another roller and each time the cup of bones get passed into the hands of someone cooperating with the con the bones get switch up again with another flaw for a flaw. The object is to try to win the compounding bank that the players must pay to in order to roll to win it while the rarely happening rolled combinations becomes more likely to happened while the more common winning rolls are never going to happened.

The mercenaries/adventurers didnt know that the crowd there so they didn't know that everyone  there was near-expert in switching a loaded bones back and forth into the set inside the cup and can recognized a flaw one by touch or a glance. The locals mainly will make side bets while talking in codes or when talking to strangers in a uniform betting language thay works with the code. The best bets among the locals with each pother are trying to predict what losing combination will occurred or winning a tip of there ante back from one another for acting frustrated about losing bets from rolling.

The loaded bones are switched back and forth inside the thick sturdy fabric cup so much by the locals at the tables that even the main inside roller with a completed set of different type of fake bones can lose track on who have the members of the original set until its given back to the cup but sooner or later someone in the in crowd will win big and that was this game of chance.

Everything was going well with the in-crowd making gold coinwith their coded bets and from the strangers watching the games on the sides while the wealthy mercenaries became overly worried about the gold they had kept putting in the bank think their luck was the best. That isuntil a certain new roller you know from the area entered the table game next to you and grabbed the soft fabric cup from the table and quickly scooped up the loaded set before you can do anything about it. 

This local went on and exchanged some gold coins for a gem from the bank on the table then he also switched a bone then rolled, lost and passed the bones without a switch back or anything into one of the mercanary hands in which that roller quickly added to the back seeing the gem in there rolled, lost and pass the set again, screaming excitely.

Only you noticed that the cup was twice switched but didn't know which was the second fake bone and why it wasn't reset. The rolls went around the table until it came back to you and you breathed relieved feeling your fake bone in the bag. You switched it out for the good one you had palmed, rolled and then disastous happened as you won with one of the commonly rolled combination.

As you was putting together what have just happen the bones was challenge immediate by the new roller. Then something esle went wrong. One of the mercenaries identified himself as the owner of the bones and the new roller imediately grabbed the cup from you and they both collect the bones that was on the table. After examination the owner identified one of the bones was not one of the bones he came in with.

As the second surprise came to surface and the inspection was happening you heard hysterical laughter from the inn's owner in the background and saw a smirk on the new roller face as he watched the inspection.

All you knew before that it was the pub that always allows the bones games at their table all day and all night as well as have surplus supply of bones as loaners for the customers. Now learning discovery that it wasn't the house's game bones on the table you wasn't surprised when a demand was heard for a showing of hands. When the demand was made is when the new roller grab some of the coins from bank but the gem in which the roller was also trying to secured in the snatching slipped back onto the table and couldn't be recovered because this part of the roller's plan didn't allowed for time.
The new roller could only run toward the door while bluffing all the way by screaming "The tieflings are doing it! The teifling are doing it!" Of course when you and every local there heard this bluff they all started grabbing from the big bank in a major frenzy and all you and your kin could do to get away unscathed was run away.
But you did managed to grabbed the gem in the rush with some coins before you and you kin darted thru the door.


==================================
Run Away! Run Away!

==================================


(Skill Challenge E1.s1)


This challenge require 6 successes before 3 failures to succeed, Which skills you are asking? Just take a look below in this spoiler to see. Show



Primary Skills: Athletics, Acrobatics, Stealth, Streetwise.
Secondary Skills: Diplomacy, Insight, Perception.

Athletics DC 12, (two successes maximum):
You ducks and weaves, jumps over a merchant stall, or climbs out of reach, trying to frustrate the adventurers and get them to give up.

Acrobatics DC 12,
(two successes maximum):
You let the pursuers catch up, then at the last minute vaults, tumbles, or slides underneath a convenient obstruction, such as a cart full of rotting fish or horse manure.

Stealth DC 12 if separated, DC 19 if with party,
(three successes maximum):
You leads one angry chaser away from the group, leaving him confused and fuming in a dark alleyway.

Streetwise DC 12,
(one success maximum):
You recognize someone nearby who owes you a favor, and you steers the chase in that direction. The friend inserts a convenient obstruction between the characters and their pursuers, causing one of the pursuers to give up.


Diplomacy DC 8:
By assuming a nonthreatening posture and trying to calm the angry adventurers, You managed to make them pause momentarily, granting a +2 bonus to the next check in the challenge.

Insight DC 8:
You slow down long enough to get a good look at one of the pursuers and figures out a potential weakness to exploit, granting a +2 bonus to the next check in the challenge.

Perception DC 12:
You spot an alley, an open doorway, or some other feature of the immediate surroundings that offers a better chance of losing the pursuers. If the next check in the challenge is failed, you can roll again.

Success:
Each success on a check using a primary skill represents one of the six pursuers dropping out of the chase. When the last pursuer is taken care of, each character receives two experience tokens.

Failure:
Each failed check in the challenge represents a different turn of events.

First Failure:
One character gets separated (player’s choice) and can’t aid others or benefit from aid until he or she is reunited with the group. If the party succeeds on the challenge before incurring a second failure, the character rejoins the group just as the final successful check is made.

Second Failure:
A separated character gets caught and dragged into a back alley for a good thrashing. If the party succeeds on the challenge before incurring a third failure, city guards interrupt the angry adventurers before the character gets hurt.

Third Failure:
If the party incurs a third failure, the caught character gets severely beaten (0 hit points, but stabilized) and left in the gutter, to be discovered soon thereafter by his or her kin. When the group is together again.

Canceling a Failure:
Whenever a first or a second failure occurs in the challenge, a player can use his or her next successful skill check to either count toward finishing the challenge or to cancel out the failure that was just incurred and bring the challenge back to its previous state or close to it.

For Example: After the first failure in the challenge causes a character to be separated from the group, another player can attempt to roll a success against any of the above DC skill score failure; if this roll a success then both this success and the failed roll is cancel and treated as like either roll was never rolled as well as translated that the separated character managed to either escapes from capture or have found a way to rejoin the group.
Failing this roll counts as another failure.


Angry shouts rise behind as you and your relatives scramble into the busy seaside streets of Korimm’s Cove on this bright sunny afternoon.
It’s time for all of you to lose your pursuers and get back home.

YOU AND YOUR KIN JUST CLEARED THE DOOR ONTO THE STREET SO FIRST POST SOME ROLE-PLAY INTERACTION RAPPORT WITH YOUR ROLLED INITIATIVE. ITS BEST TO INTERGRATE YOUR ROLE-PLAY WITH YOUR INITIATVE ROLL RESULTS:

For Example:
If roll low you might want to post your PC doing or saying something like:
PC stumbled wide going thru the door and looked up and say
"Wait for me!"

If you roll high you might want to post and role-play your PC with something like this:
PC hit the door and looked back saying, "Hurry up, will'ya!"

This is your guide of voice identity and voice's stress Show


Choose a color that wiil represented your PC's voice when you or others are writing and role-playing.

The color is only to be use to write what your PC is saying and when deem important enough then thinking.


Thinking with bodily actions can emphasized telegraphing and allowed as non-verbal communication.

Also thinking is a great note-making technique to use in organizing your future role-play interactions with other characters as well as help me in making decisions on actions with non-player characters (NPCs).

The following example is for a character using this color to communicate.

"This is normal talking volume"

"This is a thought."

"This is whispering a sound that doesn't carry beyond 8ft."

"This is loud and carries well!"

"This is a deliberated stressed voice sound full of emotional or arcane intent."

"This is telepathy commmunication one on one "

"THIS IS A GROUP TELEPATHY COMMUNICATION."

"This is as loud as your PC can talk."

Denek uses this shade of green when addressing others or thinking.

Any questions about this pbp mechanics should be ask on the OOC thread.
Thank you.

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"I might have been a hmmm... eh-eh well, y'kno but, instead"
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Referee - People Of Oz @Dorothy's Kansas Games(inactive).
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4 months ago  ::  Jan 31, 2013 - 2:06PM #3
Odessa333
Date Joined: Oct 27, 2012
Posts: 21
invisiblecastle.com/roller/view/3896779/ That would be a 10 for my Streetwise check.

Myrka laughed mockingly at their pursuers. "You think you can catch us in this town? Catch THIS, suckers!" She darted to one side and pulled on a cord hanging down from an open window; the potted plant on the windowsill teetered and smashed into the street. "Aww..." the young tiefling said, expecting a much more taunt-worthy effect.
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4 months ago  ::  Jan 31, 2013 - 2:38PM #4
vssg
Date Joined: Dec 31, 2012
Posts: 20
invisiblecastle.com/roller/view/3896814/ My athletics check is a 15.


Tiro laughs as the plant falls, and then notices that his nearest pursuer is twice his size and has nearly caught up.  "I think I'll be leaving now," says Tiro as he darts to the left and hurriedly climbs onto the roof of a nearby storage shack, out of reach of the angry band.
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4 months ago  ::  Jan 31, 2013 - 7:13PM #5
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,477
IC @EVERYBODY: Show

Remember to post your Initiative Rolls (Its your Dexerity Modifier Score + 1d20 die roll + any class bonuses or feat bonuses your may have active right now at Level 0)

--------------------------------------------------------------------------------------------

vssg:

Tiro upon gaining a temporary respite from the big and well-armored man looked down upon the street scene to plan his next move.

1st SUCCESS

-----------------------------------------------------------------------------


Odessa:

Myrka became lost in her foolhardiness as two females; an archer and an swordsmaiden easily ducked around her poor-timed bombarment stunt and started gaining ground on the foolish 17 year older.

The archer was screaming "Miss one more step!! You're deceitful snake, just miss one more!" while the other threatened "You better do better than that or I'm going to drag you around on these streets' dirt by that unseelie ugly thing you calling a head, girlie!"

Myrka looked around and saw at once she turned the wrong way to get to that cord she pulled and was separated from her family on this rough crowd's street.

1st FAILED

--------------------------------------------------------------------------------------------

As Tis So Far: The Skill Challenge Results Show

Skill Challenge Progress Tracker:

Init. Player’s Character 1st round 2nd Round 3rd Round 4th Round
Orenda (Leader)
Bard/Beast Tamer
Tiro (Striker)
Thief/Treasure Hunter
1-Success
DC
15 Athletic
Skarn (Controller)Wizard/Wizard’s Apprentice
Zypher (Defender)Paladin/Ironwrought
Mryka (Striker)Slayer/Trapsmith 1-Failure
DC 10 Streetwise



 
Who/What Am I? Show
"I might have been a hmmm... eh-eh well, y'kno but, instead"
I'm a fighter...  --

peacekeepermedc.gif
                 -- ...not a lover.
This signature concept is from "http://www.pathguy.com/index2.htm"
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Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum.
Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow)
Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus)
Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan)
Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM)
DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy.
DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy.
DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy.
Referee - People Of Oz @Dorothy's Kansas Games(inactive).
Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive).
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4 months ago  ::  Jan 31, 2013 - 11:40PM #6
Odessa333
Date Joined: Oct 27, 2012
Posts: 21
((Oh, whoops. My initiative roll is 20 invisiblecastle.com/roller/view/3897531/ Sorry!))
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4 months ago  ::  Feb 01, 2013 - 12:19AM #7
DemonicHeart
Date Joined: Sep 26, 2011
Posts: 32


"Why! Why do these things always keep happening to us!" Orenda cried out in despair as she bolted down the busy street. The day had gone so well up to this point...at least in her mind. She had gotten a chance to sing without having to worry about her pet panther interrupting the performance. How was she to know that the half-elf among the group of adventurers didn't particularly find satiry songs about their race funny. I was trying to go for irony...you know...singing a copper and ale piece about elves and their lack of masculinity. It was ironic...some people have no class.

She was always the drama queen of the group and had a habit of playing up a bad situation. It was then that she noticed her cousin gaining ground on the rest of them. His athetic body was sometimes envious, especially in this particular situation. Orenda couldn't be that graceful if she tried. So that left her to realize that she might be left behind if she wasn't careful. She shouted in between breaths at Tiro's direction, "If I get broken in two because of this, I'm coming back to haunt you!" She might have placed more blame on Tiro's quick fingers than her own choice of music even it was a combination of all the above that really riled up the drunks.

She only briefly slowed her pace when she saw Mryka pull on one of her traps. It didn't succeed and soon the crafty tiefling was forced down another street, "No, not that way!" She cringed a bit as she couldn't turn back to help her cousin. She tried desperately to come up with a decent plan. It was then that she saw one of the more familiar citizens around town. A deva man in clerical robes who had a reputation for being rather persistant when he thought he could convert followers to the faith of Melora. When a small smirk on her face she briefly moved away from her family and got his attention, "Hey! We found some followers for you! They would love to know more abaout the glory of Melora!" She pointed back at the party of adventurers still gaining speed. Orenda figured that a religious fanatic eager to gain more worshippers would be the perfect speed bump...and it would give her time to find her cousin and bring her back to the others.

Spoiler: Show
Initiative: 1 invisiblecastle.com/roller/view/3897537/

Streetwise check: 19 invisiblecastle.com/roller/view/3897538/

I am using my success to bring Myrika back to the group
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4 months ago  ::  Feb 01, 2013 - 7:14AM #8
vssg
Date Joined: Dec 31, 2012
Posts: 20
Tiro's initiative roll is 9.  invisiblecastle.com/roller/view/3897894/
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4 months ago  ::  Feb 02, 2013 - 8:01AM #9
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,477
EDITED: 10:03AM CST

@DenonicHeart And Odessa333

Orenda was pointing to the group of pursuers at the same time two of the males in the group overheard their two counterpart screaming at Myrka. The two stop their pursuit of the nosy singer protecting the fast talking, quck hands pair and went to help the two ladies secure the capture of the fast talking teifling girl.

As they broke away from the half-elf female who was determine to catch Orenda; the deva who was no fool recognized that his favorite batch of youngster of the local area was in trouble and moved amazingly swift thru the crowd, into a building one way and out of another and into and across a small market court and then in front of the yelling females saying, "Why are you so angry, it isn't really that bad. Let help you relieve you of your ..."
The female tried to brush him aside but the priest turn the swordmaiden's arm across her body and moved directly in front of both of their paths causing the females to stopped and to change angles to avoid making a toppling collision with the deva priest.

Mryka glanced back only monentarily and didn't see the deva's get a new soapbox stage but did hear and then saw Orenda shouting for her from an angle in-between the buildings as well as signaled her to turn her way toward the main walkway.

Unsure what has occurred she did looked back for her pursuers and saw that somehow she gained some space between them and herself.

(ROUND 1: 1-0-2)
--------------------------------------------------------------------------------------------

As Tis So Far: The Skill Challenge Results Show

Skill Challenge Progress Tracker:


Init.


Player’s Character


1st round


2nd Round


3rd Round


4th Round


Skarn (Controller)Wizard/Wizard’s Apprentice


Zypher (Defender)Paladin/Ironwrought


20


Mryka (Striker)Slayer/Trapsmith


X
DC 10 Streetwise


9


Tiro (Striker)
Thief/Treasure Hunter


1-Success
DC
15 Athletic


1


Orenda (Leader)
Bard/Beast Tamer

X
DC 19 Streetwise



SKARN, ZYPHER YUR UP!!!
Who/What Am I? Show
"I might have been a hmmm... eh-eh well, y'kno but, instead"
I'm a fighter...  --

peacekeepermedc.gif
                 -- ...not a lover.
This signature concept is from "http://www.pathguy.com/index2.htm"
html_removed
What I Doing Here? Show

@MTG Forums.
Contestant: A Contest Like No Other hosted by Fakeartist.
An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.

@DnD Forums.
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Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum.
Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow)
Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus)
Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan)
Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM)
DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy.
DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy.
DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy.
Referee - People Of Oz @Dorothy's Kansas Games(inactive).
Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive).
Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.

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4 months ago  ::  Feb 03, 2013 - 9:36PM #10
PredatorNazaire
Date Joined: Jan 8, 2013
Posts: 17
Initiative
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Skill Challenge: 
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IC: 

"Hey old man! Remember the man that stole your coin! Remember when I "helped" you get it back! Do something for a friend pal! Deal with these guys somehow!"

OOC:
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Sorry guys, It kust seems like I never had time to do this. But now I'm back and ready to play.
 
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