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Death by poison.

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File 140371259442.png - (1.49MB , 1137x749 , streetsoftyr0.png )
4817 No. 4817 edit
The hustle and bustle of a lively market gradually dies down as you turn onto a nearby street. The stalls are eerily vacant, and you don't see any other people. At least, not right away.

Yells of surprise and alarm mix with the sounds of heavy boots and claws on Tyr's cobbled streets. From one end of the lane, two thri-kreen are bounding in your direction. On overlooking rooftops, a handful of elves throw off cloaks and snatch throwing chatkchas from their belts. From the other end of the street, three burly dwarves hustle toward you. Behind the dwarves strides a determined-looking human in a long cloak. He bears the insignia of the city of Urik: a roaring lion.

194 posts omitted. Last 50 shown. Expand all images
>> No. 5021 edit
"Ah, I really don't think they will talk. Don't you see the glare of that one? If the merchants don't have any other fun idea we could just leave them tied on the desert. If they're lucky a wild beast will kill them before the sun burns them alive."
Intimidate on everyone: http://orokos.com/roll/210187
>> No. 5023 edit
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5023
The larger raider snorts and rolls his eyes at the intimidation attempts of the pair. The peons, however, lose their minds and struggle even harder. When this proves fruitless, they start talking. All of them. Trying to talk over each other in an effort to provide some kind of useful information that would spare their lives. All of it in broken common. In between useless bits of information, you gather that the bandits are seeking the Face in the Stone, and an ancient artifact inside. It supposedly lies within the whirling dust devil over yonder, but none of the raiders have worked up the courage to venture inside and find out. They were using the captives to see if any one of them could survive the sands, but none of them came back, which only further fueled their paranoia. The tarek peons mention that they work on behalf of the raider lord Yarnath the Skull, and Recette pales a little at this and starts to panic.

"Yarnath the Skull is behind the raids? This is bad! Really bad! I've heard horrible, evil things about him! His fortress walks, and, and, and he raises dead as his minions! Bad things!"

Learning more about Yarnath on your own requires a successful Streetwise check

Last edited at 14/07/27(Sun)13:27:31
>> No. 5025 edit
"Yarnath the Skull? I figured that much already"
Streetwise: (27) http://orokos.com/roll/210261
>> No. 5026 edit
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5026
>>5025
Streetwise (Killua) : A mul defiler that covers their face with an animal skull, Yarnath the Skull is a dread necromancer that leads this band of raiders. He makes his home in his fortress, Slither, which sits on the back of an enormous skeletal beast given life by fell magic. Those who associate with him are branded with a snake skull tattoo somewhere on their body. It is said that, if you promise to do him any favor he asks, he will spare your life. However, most favors end up costing the life of the person who asked for them, whom he animates as his servants. Above all else, Yarnath seeks power, and pursues artifacts and rituals that would give him enough might to rule the wastelands, perhaps even match that of the Sorcerer-Kings. Were such a thing to pass, the current state of Athas would be as paradise in comparison.
>> No. 5027 edit
"If they're really Yarnath lackies they might have a snake skull tattoo, and probably owe something to him."
The rogue considers the current situation for a while, but it proves difficult for himself to decide what to do.
"What should we do? Freeing them might cause us some trouble with House Shom later, but bringing them to a city might be worse than killing them now" asks Killua, looking for the rest of the party opinion.
>> No. 5028 edit
>>5027
"I thought killing them was the safest way before, but now we know that if we let these guys go, chances are at least one will reach this Yarnath. I'm for eliminating the risk right now."
>> No. 5029 edit
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5029
Kudust remains quiet as the debate over how to deal with the prisoners continues. He seems indifferent to the debate and instead focuses his attention on the prisoners themselves, making sure none manage to break free and try to make a run for it.
>> No. 5032 edit
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5032
"Um, if I might suggest something?" Recette volunteers. "Put them out of our misery, please? They would only cause us more harm left alive." The girl's voice is eerily calm as she suggests this.

Looking back toward the caravan, she adds,
"I should help the others with getting on their way. It looks like they've found supplies after all!" With that said, the little girl runs off to the people loading the cart. The raiders begin struggling against their bonds again.
>> No. 5033 edit
"That's two against me, huh? Killing weak people is such a boring thing."
"I guess you're right. Sorry guys, they don't want you free."

Saying this, the rogue takes his weapon and kills every restrained minion, starting with the grumpy Tarek Rider. As a token of gratitude, Killua makes each hit as fast and clean as he can, providing them a nearly painless death.
>> No. 5034 edit
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5034
Glenn returns to the group and simply lowers his head at the slaughter seen before him.

"..Shalt we continue our journey?"
>> No. 5035 edit
>>5033
"It's too bad, really. We can't leave witnesses."

>>5034
"Whatever it is Yarnath wants, it seems to be in there, meaning we should steal it first," Ves points out, gesturing to the dust devil. "Our mission was just to find the stone mask or something, so we'll report back about this location, pretend we found nothing interesting, and keep it for ourselves."

Last edited at 14/07/30(Wed)20:57:19
>> No. 5036 edit
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5036
Kudust joins Recette while the rogue attends to the dirtier business. Looking for the one who looks like they're the most in charge of loading the cart, he asks, "'Re ye gonna be okay headin' out like this? Do ye need an escort?"
>> No. 5037 edit
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5037
Killua finds no significant resistance from the various tarek as he kills them. While the peons wail and struggle against their bonds, the raider faces death with quiet dignity. No witnesses from the raider group remain.

The caravan is very grateful for the offer of assistance, but as long as the weather is fine, they believe they can make it back okay within one or two days.

>> No. 5038 edit
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5038
Kudust shakes his head, "Listen, ye cannae be crossin' tha desert wit' no armed escort. Ye've ahready been attacked, surely ye see tha? Let us help ye first, tha Face can wait."
>> No. 5039 edit
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5039
"He's right, you know," Recette adds, verifying that there's enough cargo and supplies for the entire group. "You're not safe traveling alone when your destination is that far away."

The caravan members look to each other, then, after some hesitation, offer to pay the adventurers 80 gold per person (minus Recette) if they would act as their armed escorts.
>> No. 5040 edit
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5040
"Aye, it's for tha best, lads," Kudust replies, nodding. Turning to face the others, he says to them, "We should go wit' tha caravan back ta tha city. We'll come back after tha."
>> No. 5041 edit
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5041
>>5040
"The city? Not Tyr, I hope? How far is it? Do we even know where we are?"
>> No. 5042 edit
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5042
>>5041
"No, no," reassures Recette, pulling out the map and studying both it and the surrounding area. "We're going to Kled. From where we're at, between these landmarks... We can actually cut through this valley here," -she points to a spot on the map - "and make it back within the span of the same day!"

Last edited at 14/08/01(Fri)18:23:34
>> No. 5043 edit
>>5042
"That doesn't sound too bad, but we can't leave right away. Moving is too risky until the curse is removed, Recette."
>> No. 5044 edit
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5044
"Ah! Yes, that's right!"

Recette takes out the staff and kneels on the ground. After placing it on the sands, the staff begins to glow with a black light again.

"Now, do it just like I showed you."
>> No. 5045 edit
Killua carefully follow Recette's instructions and do his best not to mess up.
Arcana aid another (15) http://orokos.com/roll/211637
>> No. 5046 edit
>>5044
"It didn't sound too complex. Let me help," offers the OP friendly ghost.

Arcana aid (29, natural 20)
http://orokos.com/roll/211638


Last edited at 14/08/02(Sat)13:40:47
>> No. 5047 edit
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5047
Recette nods at the other two and gets to work. Running her hands over the staff, it occasionally sparks and flashes. The psion whispers reassurances as the staff begins vibrating, Killua helping to hold it in place while Ves speaks of calming things.

It takes a long time, but the staff's black glow flickers and disappears.


"Yayifications! We did it!"

Magic Staff +1 is no longer cursed http://orokos.com/roll/211662 (27)

The caravan appears ready to leave at any time, now.
>> No. 5048 edit
>>5047
"We're ready now," announces Ves.
>> No. 5049 edit
With everything squared away, Recette relays instructions to the caravan to follow behind the adventurers' wagon, and directs the Crodlus according to the map. The group leaves the whirlwind of swirling sands behind for now, and presses on to the east. This means cutting through the rocky badlands at the foot of the mountains, and their twisting canyons of crumbling rock. The path here is wide open compared to the trek through the mountains, and the group is able to move significantly faster through it than they've been able to across the roadless sands and craggy mountains. Progress slows when you emerge into the desert sands, but your destination is already close. Once you've drawn near enough to be about half a mile away, the caravan insists you stop.

The modest settlement of Kled isn't much to look at from this far away. There aren't very many buildings, and certainly little attention has been given to aesthetic in their design and coloration. It looks to be cobbled together from stone and ceramics for the most part. The appointed leader of the group offers up his thanks, and hands out four pouches containing 80 gold bits each. The caravan continues on without you the rest of the way, and your crodlus are redirected towards the path you came through. Climbing back up the mountain takes a while longer. Recette navigates the seemingly identical passages, looking visibly nervous while doing so. More than once she looks at the map, then at your surroundings for some sort of familiar landmark.

And now you're right back where you were just hours ago, sans caravan. The bodies of your fallen foes are either missing or scattered piles of meatless bones - victims of scavengers, most likely. It's getting difficult to see clearly, though, as the sun has nearly set.

>> No. 5050 edit
>>5049
"Okay. We should do it before the sun completely sets. We can't leave Beaky and Bucky out here, so we'll squeeze them inside the wagon with Recette to keep them from panicking. The muscleheads can push the wagon along from the side, using it as a shield against the wind. And to avoid getting lost, you'll need lifelines connecting you to the wagon."
>> No. 5051 edit
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5051
Kudust lets loose a grunt at being referred to as a "musclehead," but doesn't complain and takes up a position on the side of the wagon. He pulls out some rope and begins tying it to himself.
>> No. 5052 edit
"...I guess I have to push too?"
Killua wonders if he's good enough to be called a musclehead, but tries his best anyway.
>> No. 5053 edit
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5053
>>5050
With a ribbit Glen begins to tie some rope to himself and the cart getting ready to push it.

"Let us begin."
>> No. 5054 edit
Pulling up near the sandstorm, the group begins by moving the crodlus into the cart. They protest at first, but obediently oblige after some prodding. Tethering themselves to the wagon with rope, the adventurers enter the sandstorm, with Killua, Kudust, and Glenn pushing it from the side.

The worst of the stinging grit is absorbed by the canvas of the tent, though it's hard to say how long it'll hold up. Your destination lies ahead... Hopefully.


Special :
This skill challenge takes place in rounds, not unlike combat. Each character may act once per round.
All characters gains a +4 bonus to skill checks for this challenge.
Each successful use of a skill contributes 1 success to the skill challenge.
There is a limit to the number of successes a skill can contribute; when a skill can no longer contribute a success, it is marked off below.
When a character succeeds on a check, the next time they make that check, it increases in difficulty appropriate to the level of the skill challenge. A previously Easy DC becomes Moderate, and a Moderate one becomes Hard. This does not affect Hard DCs.
If you haven't received enough successes by the time a round approaches, you will receive penalties on future skill checks during this challenge. This will be noted during the rounds where such things are relevent.
Characters take 1 damage per round while within the dust devil. As long as you're inside or adjacent to the wagon, this does not apply.
You may spend an action point to reroll a failed skill check. You may only do this once per check.

Primary Skills
Athletics (Moderate DC) to use brute strength to push through the storm.
Endurance (Easy DC) to withstand the dust devil's rigors.
Nature (Moderate DC) to read the winds and avoid the worst of its effects.
Perception (Moderate DC) to avoid being turned in the wrong direction, or to make sure you're going in the right direction.

Kudust (0/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Killua (0/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Ves (0/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Glenn (0/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Recette (0/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception

Complications
None yet!


Last edited at 14/08/05(Tue)08:10:29
>> No. 5055 edit
"This... is rather tough." The rogue does his best at pushing the wagon, but clearly the other two muscleheads are sturdier than him.
Athtlics check (14) lol nat 1 http://orokos.com/roll/212221
>> No. 5056 edit
>>5054
"Duck now!"

Nature (29 before more bonuses) http://orokos.com/roll/212267


Last edited at 14/08/05(Tue)11:52:24
>> No. 5057 edit
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5057
Kudust braces himself and attempts to use his whole body to push the wagon forward. He grunts a bit as his flesh strains under the effort.

Stow shield so I don't take the -2 check penalty.
Athletics to push through: 17 http://invisiblecastle.com/roller/view/4596973/

>> No. 5058 edit
Athletics: http://orokos.com/roll/212608
>> No. 5059 edit
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5059
"Ah! A little more to the right!" Recette shouts above the roaring storm. http://orokos.com/roll/212778 (18) Those on the outside do their best to redirect the cart, pausing briefly to duck down as a particularly strong gust of wind rolls past. The wind fills with stinging grit, and you'd swear there are shapes being formed by the storm.

Special :
This skill challenge takes place in rounds, not unlike combat. Each character may act once per round.
All characters gains a +4 bonus to skill checks for this challenge.
Each successful use of a skill contributes 1 success to the skill challenge.
There is a limit to the number of successes a skill can contribute; when a skill can no longer contribute a success, it is marked off below.
When a character succeeds on a check, the next time they make that check, it increases in difficulty appropriate to the level of the skill challenge. A previously Easy DC becomes Moderate, and a Moderate one becomes Hard. This does not affect Hard DCs.
If you haven't received enough successes by the time a round approaches, you will receive penalties on future skill checks during this challenge. This will be noted during the rounds where such things are relevent.
Characters take 1 damage per round while within the dust devil. As long as you're inside or adjacent to the wagon, this does not apply.
You may spend an action point to reroll a failed skill check. You may only do this once per check.

Primary Skills
Athletics (Moderate DC) to use brute strength to push through the storm.
Endurance (Easy DC) to withstand the dust devil's rigors.
Nature (Moderate DC) to read the winds and avoid the worst of its effects.
Perception (Moderate DC) to avoid being turned in the wrong direction, or to make sure you're going in the right direction.

Kudust (1/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Killua (1/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Ves (1/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Glenn (1/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Recette (1/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception

Complications
Nature (Moderate DC) - Any checks made do not count towards a success, but a failed check counts as a failure and imposes a -5 penalty in perception checks until you earn another success.
>> No. 5060 edit
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5060
Kudust's face remains resolute in the face of the gritty gust of wind, and he maintains his forward momentum with ease.

Endurance (21): http://orokos.com/roll/212807 (forgot to add +4 from challenge)
>> No. 5061 edit
Killua stays resilient while pushing the cart.
Endurance (24) http://orokos.com/roll/212812
>> No. 5062 edit
>>5059
Ves tries to avoid falling off the wagon.

Endurance (8 before any circumstantial bonus) http://orokos.com/roll/212843

>> No. 5063 edit
http://orokos.com/roll/212867 +4
>> No. 5064 edit
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5064
As the winds pick up in intensity, the party struggles through the churning sands, both them, and the wagon canvas, enduring admirably. A blast of air surges through the front of the wagon, though Ves and Recette brace themselves against it, both them and the crodlus mostly unharmed. Such a thing shouldn't happen when you're facing away from the wind, though.http://orokos.com/roll/212994 (33)

Special :
This skill challenge takes place in rounds, not unlike combat. Each character may act once per round.
All characters gains a +4 bonus to skill checks for this challenge.
Each successful use of a skill contributes 1 success to the skill challenge.
There is a limit to the number of successes a skill can contribute; when a skill can no longer contribute a success, it is marked off below.
When a character succeeds on a check, the next time they make that check, it increases in difficulty appropriate to the level of the skill challenge. A previously Easy DC becomes Moderate, and a Moderate one becomes Hard. This does not affect Hard DCs.
If you haven't received enough successes by the time a round approaches, you will receive penalties on future skill checks during this challenge. This will be noted during the rounds where such things are relevent.
Characters take 1 damage per round while within the dust devil. As long as you're inside or adjacent to the wagon, this does not apply.
You may spend an action point to reroll a failed skill check. You may only do this once per check.

Primary Skills
Athletics (Moderate DC) to use brute strength to push through the storm.
Endurance (Easy DC) to withstand the dust devil's rigors.
Nature (Moderate DC) to read the winds and avoid the worst of its effects.
Perception (Moderate DC) to avoid being turned in the wrong direction, or to make sure you're going in the right direction.

Kudust (2/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Killua (2/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Ves (2/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Glenn (2/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Recette (2/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception

Complications
Endurance (Moderate DC) Not applicable

Last edited at 14/08/08(Fri)14:08:08
>> No. 5065 edit
"Keep going!"
Still pushing the cart, Killua ventures into trying to look ahead. The task is rather hard because of the strong winds, but it allows the rogue not to push on the wrong direction.
Perception (20) http://orokos.com/roll/212998
>> No. 5066 edit
>>5064
Ves loses her grip from the gust, but thankfully, local spirits shove her into the wagon, and she phases through.

Endurance, nat 1 w/ speak with spirits
http://orokos.com/roll/213005
- Action Point - Reroll. http://orokos.com/roll/213007


Last edited at 14/08/08(Fri)15:18:34
>> No. 5067 edit
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5067
Biting back some grievances with the local weather, Kudust strains himself upwards to try and peer over the wagon and look for a clear path to push towards.

Nature: (Reading the Winds) 31 (Natural 20): http://orokos.com/roll/213120
>> No. 5068 edit
Perception http://orokos.com/roll/213151 +4
>> No. 5069 edit
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5069
As the group presses onward, Killua and Glenn can see the sands shifting in front of them and nearby. Sand dunes pile up and then topple in an instant, several of which are dangerously close to the cart. They're able to steer the wagon away from them, and Kudust gives a timely warning about another gust of wind that blows through the inside of the cart. Ves nearly falls off, but the wind spirits assist her back into the cart. Recette doesn't appear to be hurt, though she is shaking quite badly. http://orokos.com/roll/213228 (28)

Special :
This skill challenge takes place in rounds, not unlike combat. Each character may act once per round.
All characters gains a +4 bonus to skill checks for this challenge.
Each successful use of a skill contributes 1 success to the skill challenge.
There is a limit to the number of successes a skill can contribute; when a skill can no longer contribute a success, it is marked off below.
When a character succeeds on a check, the next time they make that check, it increases in difficulty appropriate to the level of the skill challenge. A previously Easy DC becomes Moderate, and a Moderate one becomes Hard. This does not affect Hard DCs.
If you haven't received enough successes by the time a round approaches, you will receive penalties on future skill checks during this challenge. This will be noted during the rounds where such things are relevent.
Characters take 1 damage per round while within the dust devil. As long as you're inside or adjacent to the wagon, this does not apply.
You may spend an action point to reroll a failed skill check. You may only do this once per check.

Primary Skills
Athletics (Moderate DC) to use brute strength to push through the storm.
Endurance (Easy DC) to withstand the dust devil's rigors.
Nature (Moderate DC) to read the winds and avoid the worst of its effects.
Perception (Moderate DC) to avoid being turned in the wrong direction, or to make sure you're going in the right direction.

Kudust (3/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Killua (3/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Ves (3/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Glenn (3/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception
Recette (3/4 successes) Can use Athletics, Endurance, Endurance, Nature, Perception

Complications
Athletics (Moderate DC) : Not applicable
>> No. 5070 edit
>>5069
"That's really weird, but we must be close! Just a bit further," encourages Ves, climbing back out of the cart.

Perception (20+etc) http://orokos.com/roll/213275


Last edited at 14/08/09(Sat)15:58:22
>> No. 5071 edit
http://orokos.com/roll/213278 nyanpassu
>> No. 5072 edit
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5072
Kudust lowers his head and squints his eyes tight as he continues to push the cart forward, steeling his body against whatever else the desert throws at him.

Endurance: (23) http://orokos.com/roll/213341
>> No. 5073 edit
"We better are close..."
The rogue barely manages to stand still.

Endurance (14) http://orokos.com/roll/213385
>> No. 5075 edit
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5075
>>5074
Continued!
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