[User]
 Reserved for rules
 Posting
Post actions that can be seen generally by all teams openly
Post actions that are covered in spoilers (just like the arena). Use red and blue titles to mark these spoilers.
 Red for horde
 Blue for smallfolk
 Post IC with this
Post OoC with this

A player post what he and more importantly his section of the army is doing. Now communication has to realistic, put both armies have signal codes the can be used for short messages (medieval sms). No more than tree lines can be sent per turn.

So if a PC wants to give order to his troops they have be near him or at least in line of sight. The idea by dividing the army is making sure that no part of the army falls into a blind angle and becomes passive.

Leaders can overrule orders.

 Ini order
max 3 horde players chosen by the horde leader will go first
max 3 smallfok players chosen by the smallfolk leader will go first
then max 3 horde
then max 3 smallfolk

 Maps

 Spoiler

[User]
 Teams ini:
 3 horde

 3 smallfolk
Yukitsu,Dresdor,
Sanity
 3 horde
 3 smallfolk
Deathslayer,
Vulaas,
Duskranger.

[User]
 Calender for the campaign
The Horde have 14 days to conquer both castles.
If Horde do post openly in three RL day ini IC have gone by, they also say openly that wait a day.

 this is day : 1

[User]
 Nothing happen day one, but some hustling at the keep and the fortress.

 DAY 2

[User]
 Nothing happen day one, but some hustling at the keep and the fortress.

 Day 3

[User]
 Kobolds have been moving out for the town Radene heading south.

 DAY 3

[User] There seem to be movement from the town of Radene again. Large beings are being brought through the gates, some fast and taking the lead.

[User]
 Horde Business, DM Only

 Spoiler
The slight, reptilian being called Sunathear leads a roiling mass of beings much like himself. They march South-West until their legs ache and their bodies rebel. The march of war has begun.

 Spoiler
 Actions  -

Petisse Sunathear leads a group of around 200 kobold miners South-West from Radene, through the forest. If/when they pass through the forest, they begin digging a path under Radheim. How many Profession: Miner checks do you want, Light-Hero?

[User]
 For DM eyes only.

 Spoiler
"Cavalry!  Form! Up!"

Chomping on the soggy end of a cigar, Alan halfshore will adress his cavalry division as they head out to intercept the kobolds.

"Men, you will be heading out to face an enemy that outnumbers you about 10 to one.  That's good, it means each of you can mount 10 scaley, ugly heads on your walls at home as trophies.  You are the toughest, hardest soldiers this side of the great ocean, and probably tougher than any soldier world over, and I am mighty proud of each of you.

By God, I remember when most of you were, heaps of scrap, or veins of ore in the mountain, but just look at you now.  But as tough as you are, I don't want any stupid mistakes.  You are to hit that support column of kobolds, and get out, do you understand?  If anything heaviers is headed inbound, you give those kobolds a parting blow and ride as hard and fast as you can back to the keep.

God speed gentlemen.  Now, mount up and roll out!"

With that, the lancers will mount up on their motorcycles and ride hard and fast to intercept those kobolds, before they can be reinforced.

[User]
 Horde Business, DM Only

 Spoiler
Profession: Miner check:
 (1d20+8)[ 12 ](20) +4 =  24

[User]
 As the kobold moves around the westside of the keep, the doors of the keep slams open and out storms warriors armed with lances on metallic and wooden mounts.

[waiting for checks to made on horde side]


[User]
 On a wispy horse sits a red-headed, winged man. He is unarmored, but on his back is a glaive and at his belt a short sword.

Initiative:  (1d20+13)[ 19 ]

EDIT: Huh.

[User]
 Rolling initiative:  (1d20+13)[ 33 ]

EDIT: OH YEAH

[User] Okay, my max is 32. You go first.

[User] Oh, we're in a 500x500x500 cube, but how far is it between us? Are we on the ground level in opposite corners, or what?

[User] Uh..sure. Why not.

[User]
 Huh. That's 707 feet. 0_o

My horse trots a bit closer, bringing the distance between us down to 467'.

I cast two spells. Eight duplicates of me appear. (Mirror Image, durrrr. Now let's see whether you have True Seeing.)
A little rat on my shoulder makes spellcasting gestures too.

My spells:
 Spoiler
Standard action: Eyes of the Oracle. (6th level divine slot used)
Swift Action: Quickened Arcane Fusion containing True Casting and Greater Mirror Image. (8th level Arcane Slot used)

Familiar's standard action: Cast Battlemagic Perception.

Top secret stuff:
 Spoiler
My readied action due to EotO: If my enemy comes within range, cast Fleshshiver on him.

[User]
 Spell craft DC's, please.
 (1d20+16)[ 32 ]
 (1d20+16)[ 32 ]
 (1d20+16)[ 27 ]

[User]
 Right. DCs were lower than your check results this time. 😛

Spells cast:
I cast Eyes of the Oracle, and Quickened Arcane Fusion containing True Casting and Greater Mirror Image. The familiar cast Battlemagic Perception.

[User] What does Eyes of the Oracle do?

[User]
 From Dragon Magic:
 You can see into the future, slightly anticipating your opponents' next moves. You gain a +2 insight bonus to Armor Class and a +2 insight bonus on Reflex saves. Additionally, at the end of your turn, you can ready a single standard action regardless of the number of actions taken this turn. Thus, you can move at your movement rate, make a single attack, and then at the end of your turn ready an action to cast a single spell with a casting time of one standard action. This behaves as a readied action in all other ways, including the change in your initiative, if you take the readied action, the spell's effect ends immediately.

[User]
 I shapeshift into Behemoth form, and charge.
Attacks Unarmed Strikes;  (1d20+37)[ 52 ]   (1d20+32)[ 51 ]   (1d20+28)[ 34 ]   (1d20+23)[ 43 ]   (1d20+18)[ 19 ]
Damage US;  (6d6+21)[ 40 ]   (6d6+21)[ 41 ]   (6d6+21)[ 33 ]   (6d6+21)[ 41 ]   (6d6+21)[ 44 ]

Gore attack;  (1d20+37)[ 41 ]
Damage;  (3d8+15)[ 27 ]

Stamps:  (1d20+37)[ 54 ]   (1d20+37)[ 53 ]
Damage;  (3d6+15)[ 25 ]   (3d6+15)[ 27 ]

Claws;  (1d20+37)[ 54 ]   (1d20+37)[ 52 ]   (1d20+37)[ 39 ]   (1d20+37)[ 46 ]

Damage.  (2d6+15)[ 22 ]   (2d6+15)[ 20 ]   (2d6+15)[ 23 ]   (2d6+15)[ 23 ]

For every one that hits, make a grapple check(snatch feat). My checks are, in order,
 (1d20+40)[ 47 ]
 (1d20+40)[ 57 ]
 (1d20+40)[ 50 ]
 (1d20+40)[ 52 ]

Note, I have true seeing active. My attacks ignore armor bonus grantted by spells, including spell trigger or spell completion items, and any attack automatically dispells all such protections. I also ignore miss chances granted by spells or abilities. My attacks are considered Epic, Magic, Adamantime and Cold Iron for the purpose of DR. They also have the ghost touch property. If you are an Evil outsider, you take and additional 4 damage per hit.

 Spoiler
Essentia 0/11

Sphinx Claws(Hands)
Girallon Arms(Totem)
Totem Avatar(Shoulders)
Shedu Crown 4
Kraken Mantle
Ankheg Breastplate

Blue Steel Bracer 4
Incarnate Avatar 3
Planar Ward

Stance-Master of the Field

Manuevers granted-all
Quench the Fire
Wear Away the Earth
Cresting Wave
Risky Gambit
Elder Mountain Hammer
Phoenix’s Embrace
Seize the Blade
Foehammer
Imperator’s Warning

Edit; Nevermind. Not close enough yet. I close the distance another 300ft, while shapeshifted into Behemoth form.

[User]
 "All right, beast, let's see which of us luck favors today! Onwards!"

I urge my mount forward, and reduce the distance between us to 90 feet.

I reach into my bag, and take out a rod.
I cast a spell. You find yourself in an energy field. Check to overcome spell resistance:  (1d20+32)[ 34 ]
If the SR check succeeds, Make a DC 33 Will save or be dazed for 1 round. You also take 132 points of damage unless you are a chaotic outsider. Spellcraft DC to identify = 24.

I cast another spell. Check to overcome spell resistance:  (1d20+22)[ 40 ]
If it succeeds, you take  (22d6)[ 81 ]  points of force damage, DC 28 reflex save for half. If you fail the save, you are also dazed for one round. Spellcraft DC to identify = 19.

The rat casts a spell. Ranged Touch attack:  (1d20+26)[ 30 ] . Check to overcome spell resistance:  (1d20+22)[ 34 ]
If it succeeds, you are unable to take full round actions, and may only take one standard action or one move action each round. This is a mind-affecting compulsion effect. Spellcraft DC to identify = 18.

Action summary:

 Spoiler
My move action: Take out rod.
Standard action: Rod-maximized Maw of Chaos, centered on the opponent's location. (Level 9 arcane slot)
Swift action: Arcane Fusion containing Wings of Flurry and True Strike. This was quickened through Residual Magic. (Level 5 arcane slot)

Top secret:
 Spoiler
Ready action from EotO to cast Fleshshiver on my opponent should he come within 80' of me.

Familiar's actions:
Standard: Cast Ray of Dizziness on my opponent.

For the record, I am now aware of any and all spellcasting that you do. 😛

[User]
 Ew! My rat rerolls that ranged touch attack.  (1d20+26)[ 30 ]

And I roll the SR check on the first spell.  (1d20+32)[ 35 ]

Top secret:
 Spoiler
That means the Destiny domain granted power and my luck blade reroll are done.

[User]
 Spellcraft  (1d20+16)[ 22 ]
 (1d20+16)[ 24 ]
 (1d20+16)[ 21 ]

Save Will  (1d20+33)[ 50 ]
Ref (1d20+16)[ 26 ]

The Touch Attack Hits.

[User]
 OK, the spells you identify are Wings of Flurry (wrapped in an Arcane Fusion along with a True Strike. What is the RAW on spellcraft checks to identify this thing, anyway? 🤨) from me and a Sting Ray from the familiar.

And now that I look at Wings of Flurry, I see that I needed to get much closer in order to fire it off. So I guess I am 55' away. Does that change anything?

And is it your turn to act? (A.K.A are you immune to Force effects or Daze?)

[User] Nope, not immune to any of those.

[User]
 I guess that means it's my turn again. I shout out spell names this time. 😛

"Fleshshiver!"
If you have less than 22 HD, you are stunned, no save. If this SR check goes through.  (1d20+22)[ 25 ]

I take out my glaive.

"Quickened Whirling Blade!", I say, and throw the glaive at you. Touch attack:  (1d20+42)[ 46 ]  for  (1d10+69)[ 71 ] . It returns to my hand afterwards.

You also take another 132 points of damage, and must make another Will save or be dazed.

My rat does not seem to do anything, and I do not move.

Top Secret:

 Spoiler
Readied Final Rebuke on him if he attempts to come any closer.

[User] SR doesn't go through, will save  (1d20+33)[ 46 ] .

[User]
 Claws;  (1d20+37)[ 48 ]   (1d20+37)[ 51 ]   (1d20+37)[ 39 ]   (1d20+37)[ 53 ]

Damage.  (2d6+15)[ 20 ]  [roll]2d6+15[roll]  (2d6+15)[ 25 ]  [roll]2d6+15[roll]

For every one that hits, make a grapple check(snatch feat). My checks are, in order,
 (1d20+40)[ 49 ]
 (1d20+40)[ 44 ]
 (1d20+40)[ 51 ]
 (1d20+40)[ 59 ]

Attacks Unarmed Strikes;  (1d20+37)[ 47 ]   (1d20+32)[ 44 ]   (1d20+28)[ 31 ]   (1d20+23)[ 34 ]   (1d20+18)[ 28 ]
Damage US;  (6d6+21)[ 42 ]   (6d6+21)[ 42 ]   (6d6+21)[ 43 ]   (6d6+21)[ 38 ]   (6d6+21)[ 38 ]

Gore attack;  (1d20+37)[ 51 ]
Damage; (3d8+15)[27]

Stamps:  (1d20+37)[ 53 ]   (1d20+37)[ 49 ]
Damage;  (3d6+15)[ 25 ]   (3d6+15)[ 30 ]

Note, I have true seeing active. My attacks ignore armor bonus grantted by spells, including spell trigger or spell completion items, and any attack automatically dispells all such protections. I also ignore miss chances granted by spells or abilities. My attacks are considered Epic, Magic, Adamantime and Cold Iron for the purpose of DR. They also have the ghost touch property. If you are an Evil outsider, you take and additional 4 damage per hit.

[User]
 ****.

Well, my Top Secret readied action goes off. You are shot with a Final Rebuke.

SR check:  (1d20+22)[ 30 ] .

Roll a DC 31 Will save or die. If you succeed, you are still dazed.

[User] I am going to reroll that SR check.  (1d20+22)[ 32 ]

[User] How are you rerolling all of these checks?

[User]
 Originally Posted by Tavar
 How are you rerolling all of these checks?

That last one was the Fatespinner's Resist Fate ability, the other two were the Destiny Domain granted power and a Luckblade use. 😛

EDIT: And now that I look it up, the Destiny Domain power requires an immediate action to use. Which I had already spent on a swift action. So strike that. 😩

EDIT2: Did the Ray of Dizziness not affect you? That's an awful lot of movement and attacks if all you have is one standard action.

[User]
 It's a charge action, combined with pounce. So, what exactly happened here?

Edit: To be clear, it's a partial action charge, combined with 150ft fly speed(perfect) and pounce.

[User]
 Originally Posted by Tavar
 It's a charge action, combined with pounce. So, what exactly happened here?

Edit: To be clear, it's a partial action charge, combined with 150ft fly speed(perfect) and pounce.

Ah. A partial charge. That makes sense.

Anyway, what ends up happening is that you start charging, which triggers my readied action from Eyes of the Oracle (which is expended in the progress). The readied action being to cast Final Rebuke (SpC) on you.

So, if none of the following applies:

 You are immune to enchantments
 You are immune to mind-affecting stuff
 You are immune to compulsions
 You are immune to fear
 You possess SR greater than 32

Then you are definitely dazed. If you in addition fail the Will save (not bloody likely), you die.

If any of this applies, you charge through my spell and tear me several new ones. 😦

[User]
 I'm immune to fear.

 (1d20+33)[ 44 ]

So, what happens?

[User]
 Well, that means you crash into me, ignore my defenses and deal

20+  (2d6+15)[ 21 ]  25 +  (2d6+15)[ 20 ]  + 42+ 42 +43 + 38 + 38 + 27+ 25 + 30 = 371 points of damage.

Which kills me when you are about halfway through the attack routine. At which point I immediately come to life again (Contingent Revivify), and the remainder of the attack routine kills me again.

I  could  try having my familiar resurrect me, but I think it's fair to say at this point that you've won. 😛


[User]
 PCs:

 Spoiler

+Marcel Jones

 Spoiler

Fallout PNP RPG Character Sheet

Lv 1,  70 EXP, Lvl 2 at 1000 XP
Race: Human
HP: 30/30
Age: 23
Ht: 5’9”
Wt: 72 kg

Str:5
Per:7
End:5
Cha:6
Int:5
Agl:7
Luck:5

AC: 13
AP: 8
Sequence: 14
AP Regeneration Rate (Walk/Jog/Run): +10/+6/+3

Melee Damage: 0
Poison Resistance: 35%
Radiation Resistance: 10%
Gas Resistance: 0I/0B
Electric Resistance: 10%
Healing Rate: 2
Critical Chance: 5%
Small Guns: 56
Big Guns: 24

EQUIPMENT

ARMOR

Leather Jacket (+5 AC)

WEAPONS

Scorpio VZ61 Machine Pistol
Min. ST: 4 W: 6 lbs. Dmg: +5 Rng: 15
Shoots single or 3-round bursts
AP:
S: 5
T: 5
B: 6

Traits
Fast Shot (weapons take one less AP to use)
Bloody Mess (Extravagant Deaths)

Skills
Unarmed: 22
Melee Weapons: 22
Throwing: 24
Primitive Missile Weapons: 24
+Small Guns: 56
Big Guns: 24
+Energy Weapons: 52
First Aid: 22
Doctor: 22
Sneak: 26
+Lock pick: 52
Steal: 26
Traps: 26
Science: 24
Repair: 24
Pilot: 26
Speech: 24
Barter: 25
Gambling: 22
Outdoorsman: 20
Climbing: 20
Swimming: 20

Perks (New perk every 3 levels)

Satie Boule (Randel)

 Spoiler

Race: Human
Gender: Female

S - 5
P - 4
E - 5
C - 6
I - 9
A - 5
L - 5

Skills:

Tag Skills:
Repair
Science
Doctor

Traits:
Tech Wizard (+15% bonus to Science, Repair, and Lockpick. lose 1 perception)
Good Natured (20% bonus to First Aid, Doctor, Speech, and Barter. 10% penalty to starting combat skills.)

Skills:

Unarmed                      [SSSA] - [5555] - 20 -10 = 10
Melee Weapons                [SSSA] - [5555] - 20 -10 = 10
Throwing                     [SSAA] - [5555] - 20 -10 = 10
Primitive Missile Weapons    [PPSS] - [4455] - 18 -10 =  8
Small Guns                   [PPAA] - [4455] - 18 -10 =  8
Big Guns                     [PSSA] - [4555] - 19 -10 =  9
Energy Weapons               [PPAI] - [4459] - 22 -10 = 12
First Aid                    [IIIP] - [9994] - 31 +20 = 51
Doctor                   Tag [IIIP] - [9994] - 31 +20 = 51 = 102
Sneak                        [AAPI] - [5549] - 23     = 23
Lockpick                     [AAPI] - [5549] - 23 +15 = 38
Steal                        [AAPI] - [5549] - 23     = 23
Traps                        [APPI] - [5449] - 22     = 22
Science                  Tag [APII] - [5499] - 27 +15 = 42 = 84
Repair                   Tag [SAPI] - [5549] - 23 +15 = 38 = 74
Pilot                        [AAEP] - [5554] - 19     = 19
Speech                       [CCIP] - [6694] - 25 +20 = 45
Barter                       [CCCP] - [6664] - 22 +20 = 42
Gambling                     [LLIP] - [5594] - 23     = 23
Outdoorsman                  [IIES] - [9955] - 28     = 28
Climbing                     [EESS] - [5555] - 20     = 20
Swimming                     [EESI] - [5559] - 24     = 24

Equipment:

Caps: 300

Armor:
Leather Armor

Weapon:
knife
laser pistol (200 ammo)

Other items:
book (Britney Spears Guide to Semiconductor Physics)

Eugene Roe (King Tius)

 Spoiler

S.P.E.C.I.A.L.
STR 4 PE 7 EN 7 CH 4 IN 9 AG 5 LK 4

Traits
Good Natured (20% to First Aid, Doctor, Speech, Barter. -10% to Simple + Ranged Weapons)

Primary Statistics
HP: 32
AC: 5
AP: 7

Secondary Statistics
Carry Weight: 125 lbs
Melee Damage: 0
Poison Resistance: 35%
Radiation Resistance: 14%
Gas Resistance: 0/0
Electricity Resistance: 0%
Damage Threshold: 0
Sequence: 14
Healing Rate: 2
Critical Chance: 4%

Karma
Good Karma

Skills
Tag = (+)
Simple Weapons
Unarmed: 15%
Melee Weapons: 15%
Throwing Weapons: 16%
Ranged Weapons
Primitive Missile Weapons: 20%
(+) Small Guns: 43%
Big Guns: 20%
Energy Weapons: 25%
Healing
(+) First Aid: 82%
Doctor: 41%
Thieving
Sneak: 26%
Lockpick: 28%
Steal: 26%
Traps: 28%
Technical
Science: 30%
Repair: 25%
Pilot: 24%
Social
Speech: 29%
Barter: 23%
Gambling: 24%
Survival
(+) Outdoorsman: 58%
Climbing: 22%
Swimming: 27%

Equipment
Caps 300
Knife (DMG 1d6 + MD, RNG: 1, AP S: 3, T: 4, B: N/A)
Colt 6520 10mm Pistol (12 MAG, DNG: +4, RNG: 25, AP S: 5, T: 6, B: N/A)
200 10mm rounds

Jenny (Frosty)

 Spoiler

Name: Jenny              Age: 18               Gender: Female
 Level: 01                 Exp: 0            Next Level: 1,000

 ::: Statistics :::
       Strength: 06         Hit Points: 037/037         Sequence: 010
     Perception: 05        Armor Class: 008         Healing Rate: 02
      Endurance: 08      Action Points: 09       Critical Chance: 002%
       Charisma: 08       Melee Damage: 01          Carry Weight: 175 lbs.
   Intelligence: 10        Damage Res.: 020%   PE bonus to Range: 09 hexes
        Agility: 08     Radiation Res.: 016%    Electricity Res.: 40%
           Luck: 02        Poison Res.: 040%

 ::: Traits :::
  *Sex Appeal (+40 Speech/Barter and +1 CHA vs people attracted to women.
   -40/-1 CHA for others)
  *Gifted

 ::: TAG Skills :::
  Melee
  Sneak
  Speech

 ::: Karma :::
  Karma: 0 (Wanderer)

 ::: Skills :::                                           ::: Kills :::
  Primitive MW.... 012% [ST/ST/PE/PE]
  Small Guns ..... 016% [PE/PE/AG/AG]
  Big Guns ....... 015% [PE/ST/ST/AG]
  Energy Weapons . 018% [PE/PE/AG/IN]
  Unarmed ........ 016% [ST/ST/ST/AG]
  Melee Weapons .. 042% [ST/ST/ST/AG]
  Throwing ....... 018% [ST/ST/AG/AG]
  First aid ...... 025% [IN/IN/IN/PE]
  Doctor ......... 025% [IN/IN/IN/PE]
  Sneak .......... 052% [AG/AG/PE/IN]
  Lockpick ....... 018% [AG/PE/PE/IN]
  Steal .......... 021% [AG/AG/PE/IN]
  Traps .......... 018% [AG/PE/PE/IN]
  Science ........ 023% [AG/PE/IN/IN]
  Repair ......... 019% [ST/AG/PE/IN]
  Pilot .......... 019% [AG/AG/EN/PE]
  Speech ......... 052% [CH/CH/IN/PE]
  Barter ......... 019% [CH/CH/CH/PE]
  Gambling ....... 009% [LK/LK/IN/PE]
  Outdoorsman .... 024% [IN/IN/EN/ST]
  Climbing ....... 018% [EN/EN/ST/ST]
  Swimming ....... 022% [EN/EN/ST/IN]

 ::: Inventory :::
  Leather Jacket - A snappy addition to any ensemble.
  W: 5 lbs. AC: 8 N: 0/20 L: 0/20 F: 0/10
  P: 0/10 E: 0/20 Elec: 30%

  .223 Pistol - A .223 rifle modified and cut down to a pistol.
  (5/5 .223 FMJ) Min. ST: 5 W: 5 lbs. Val: 3500
  Dmg: +16 Rng: 30+9 AP S: 5 T: 6 B: N/A

  .223 FMJ - Ammo (200 left).  Values are set at per 50 rounds.
  Val: 200 Weight: 2 lb. AC: -20 DR: -20% Dmg: 4d4

  Louisville Slugger - An all-American, hardwood baseball bat.  Not aluminum!
  Min. ST: 4 W: 4 lbs. Val: 300
  Dmg: 2d10+MD Rng: 1 AP S: 3 T: 4 B: N/A

  Knife - A basic knife for cutting things. Or critters. Or people.
  Min. ST: 2 W: 1 lb. Val: 40
  Dmg 1d10 + MD Rng: 1 AP S: 3 T: 4 B: N/A

  Misc stuff

  Baseball - W: 1 lb
  Book (Britney Spears's Guide to Slutty Prancing) - W: 1 lb

                                      Total Weight: 40 lbs.

Enemies

 Spoiler

Super Mutants

 Spoiler

Super Mutant
AC: 15
HP: 20
XP: 80

S 7
P 3
E 4
C 3
I 3
A 3
L 3

Equipment: Hunting Rifle or Nail Board

Super Mutant Brute
AC: 16
HP: 35
XP: 110

S 8
P 3
E 6
C 3
I 3
A 4
L 4
Equipment: Assault Rifle or Sledgehammer

Super Mutant Master
AC: 18
HP: 50
XP: 130

S 9
P 3
E 6
C 3
I 3
A 4
L 4

Equipment: Chinese Assault Rifle, Minigun or Supersledge

Raiders

 Spoiler

Raider
AC: 10
HP: 15
XP: 70

S 6
P 5
E 5
C 6
I 4
A 5
L 5

Equipment: Metal Jacket, Knife and Assault Rifle, SMG, Chinese AR, or a 10mm Pistol.

Raider Leader
AC: 12
HP: 25
XP: 90

S 6
P 6
E 6
C 6
I 5
A 7
L 6

Equipment: Metal Jacket, Knife and Assault Rifle, Chinese AR or a 32-cal pistol.

Feral Ghouls

 Spoiler

Feral Ghoul
AC: 9
HP: 15
XP: 55

S 6
P 5
E 5
C 3
I 3
A 5
L 2

Equipment: None

Feral Ghoul Roamer

AC: 11
HP: 22
XP: 65

S 7
P 4
E 5
C 3
I 3
A 6
L 4

Equipment: None

 Part I--Slavers
 Quest 1: Rivet City

Current Objective: None.

 The year is 2072, and life, to say the least, sucks.  Radiation poisoning is everywhere, raiders and mutants wander the wastes of Washington, DC, and slavery is on the rise.  You are one of several mercenaries brought together by one Marcel Jones to lead a liberation of Paradise Falls and abolish slavery in the wasteland forever.

You are at a bar with the other PCs in Rivet city.  People all around you are drinking, eating, and buying.  A young man with long, brown hair and green eyes approaches your table.

 The name's Marcel Jones, and I'm the one who brought you here.  Tell be about yourselves.

[User]
 Satie Boule

Satie sits at the table, drinking a small glass of cheap wine. The color was nice, most likely a mutfruit wine with a little Pungo in it as well. Wine was always a better drink than beer in the wastes since the heavier isotopes tended to get filtered out during the natural fermentation process... the plant matter bonded with the radioactive material while in the barrel, thus when the wine maker put the stuff in bottles to age it then they were almost as pure as purified water... a simple examination of the color after a while would determine how hot it was... the pigmints in the wine would deteriorate if left in a bottle with radioactive material in it.

She takes another drink and looks at the glass. Unless of course they dropped in food coloring into the mix when they find all the hot bottles... there didn't seem to be stains on the side of the glass so it looks like this is a good bottle. Better get a Geiger Counter one of these days.

" I'm Satie Boule, if you need some scientific, technical or medical skills then I'm your girl. I'm not exactly great with a gun... never really had use for it before. " she looks at the others in the group. " But, if we are dealing with crooks and thugs then I will be willing to pull my weight in the combat department. "

She looks like she has a question, but is willing to let everyone else introduce themselves before she speaks.

[User]
 A rather laid back man sits in a brown leather jacket with a red cross patch sewn on it. He sits smoking a dirty brown cigarette and looks rather disinterested with pretty-much everything.

 "Folks call me Doc Roe. Bit of a traveler, guess you could say.'

[User]
 Spoiler for stats.  I will keep it updated myself during combats and such.

 Spoiler

 Code:
                        ATTENTION:  RE-CAPTURE SUBJECT
                ENCLAVE MILITARY EXPERIMENT PERSONNEL RECORD
                          xx July 22xx  0824 hours

  Name: Jenny              Age: 18               Gender: Female
 Level: 01                 Exp: 0            Next Level: 1,000

 ::: Statistics :::
       Strength: 06         Hit Points: 037/037         Sequence: 010
     Perception: 05        Armor Class: 008         Healing Rate: 02
      Endurance: 08      Action Points: 09       Critical Chance: 002%
       Charisma: 08       Melee Damage: 01          Carry Weight: 175 lbs.
   Intelligence: 10        Damage Res.: 020%   PE bonus to Range: 09 hexes
        Agility: 08     Radiation Res.: 016%    Electricity Res.: 40%
           Luck: 02        Poison Res.: 040%

 ::: Traits :::
  *Sex Appeal (+40 Speech/Barter and +1 CHA vs people attracted to women.
   -40/-1 CHA for others)
  *Gifted

 ::: TAG Skills :::
  Melee
  Sneak
  Speech

 ::: Karma :::
  Karma: 0 (Wanderer)

 ::: Skills :::                                           ::: Kills :::
  Primitive MW.... 012% [ST/ST/PE/PE]
  Small Guns ..... 016% [PE/PE/AG/AG]
  Big Guns ....... 015% [PE/ST/ST/AG]
  Energy Weapons . 018% [PE/PE/AG/IN]
  Unarmed ........ 016% [ST/ST/ST/AG]
  Melee Weapons .. 042% [ST/ST/ST/AG]
  Throwing ....... 018% [ST/ST/AG/AG]
  First aid ...... 025% [IN/IN/IN/PE]
  Doctor ......... 025% [IN/IN/IN/PE]
  Sneak .......... 052% [AG/AG/PE/IN]
  Lockpick ....... 018% [AG/PE/PE/IN]
  Steal .......... 021% [AG/AG/PE/IN]
  Traps .......... 018% [AG/PE/PE/IN]
  Science ........ 023% [AG/PE/IN/IN]
  Repair ......... 019% [ST/AG/PE/IN]
  Pilot .......... 019% [AG/AG/EN/PE]
  Speech ......... 052% [CH/CH/IN/PE]
  Barter ......... 019% [CH/CH/CH/PE]
  Gambling ....... 009% [LK/LK/IN/PE]
  Outdoorsman .... 024% [IN/IN/EN/ST]
  Climbing ....... 018% [EN/EN/ST/ST]
  Swimming ....... 022% [EN/EN/ST/IN]

 ::: Inventory :::
  Leather Jacket - A snappy addition to any ensemble.
  W: 5 lbs. AC: 8 N: 0/20 L: 0/20 F: 0/10
  P: 0/10 E: 0/20 Elec: 30%

  .223 Pistol - A .223 rifle modified and cut down to a pistol.
  (5/5 .223 FMJ) Min. ST: 5 W: 5 lbs. Val: 3500
  Dmg: +16 Rng: 30+9 AP S: 5 T: 6 B: N/A

  .223 FMJ - Ammo (200 left).  Values are set at per 50 rounds.
  Val: 200 Weight: 2 lb. AC: -20 DR: -20% Dmg: 4d4

  Louisville Slugger - An all-American, hardwood baseball bat.  Not aluminum!
  Min. ST: 4 W: 4 lbs. Val: 300
  Dmg: 2d10+MD Rng: 1 AP S: 3 T: 4 B: N/A

  Knife - A basic knife for cutting things. Or critters. Or people.
  Min. ST: 2 W: 1 lb. Val: 40
  Dmg 1d10 + MD Rng: 1 AP S: 3 T: 4 B: N/A

  Misc stuff

  Baseball - W: 1 lb
  Book (Britney Spears's Guide to Slutty Prancing) - W: 1 lb

                                      Total Weight: 40 lbs.
Background is done!

Jenny doesn't remember where she was born.  In fact, she doesn't remember much of anything from beyond a few months ago.  Now, amnesia, while uncommon, is not always a bad thing, considering how many bad things in the wastes that could've caused the mental trauma in the first place.  It's especially not that bad when you still possess your skillsets.  What IS problematic, however, is her particular skillset.  The fact that Jenny knows how to sneak up on people and then kill them with a garrote or a deco-filament wire disturbs Jenny greatly.  The fact that she she walks her first instinct is to swing her hips and present herself in the most appealing manner also disturbs Jenny slightly, but she has learned that her attractive body and innocent face makes things much easier for her than would otherwise be the case.  The fact that she remembers NOTHING about how she got the skills...nothing about her childhood...nothing about her family...nothing at all really before waking up one day in the wastes with nothing but the clothes on her back and a knife...that disturbs her more than anything else.

In this case, what she doesn't know CAN in fact hurt her.  Until a few months ago, she was an experimental subject in the hands of the Enclave.  The military scientists were testing behavioral modification and genetic augmentation on wastelanders in order to produce obedient, effective, and perhaps expendable operatives.  Jenny was one slated for assassination assignments, but she somehow escaped.  Whether it was the trauma of being a test subject or some sort of fail-sake memory-wipe initiative from the Enclave, Jenny doesn't know any of this.  Nor does she know that the Enclave are quietly sending people out to look for her.  In fact, as far as she knows Jenny is not even her real name.  She only took it when others gave her the the nickname 'Unlucky Jenny' due to her constant strings of bad luck.

For now, she wanders the capital wasteland, trying to survive and find out more about her lost memories.

Physically, she is not imposing in her 5ft. 4 inches frame, although some women may find her exceptionally curvy body to be somewhat intimidating.  With luscious dark hair and nearly flawless skin, this 18-year old girl of Japanese descent certainly stands out when she wishes to be seen.

 Spoiler

 Unlucky Jenny

A petite young woman with obviously east-asian features sits in between Satie and smoking man.  Her silky, black hair goes down to just below her shoulder blades, and her eyes are puddles of brown. She looks barely 18, maybe 19 tops and sports a fairly frilly, light-blue short skirt, a white tank-top that barely contains her generous chest, and a pair of leather boots.  A brown leather jacket hangs from the backof her chair, and bottle of nuka cola rests on the table in front of her seat, its contents half-consumed.  A hint of red lipstick can be seen on the bottle's mouth.

The woman appears to be reading a book titled "Britney Spears's Guide to Slutty Prancing", although she would've spoken to the other two at the table cordially should any of the two have spoken to her.  When Mr. Jones approaches. the young lady sets her book down, and leans across the table to extend a hand to Mr. Jones.

 "A pleasure to make your acquaintance, Mr. Jones.  I'm Jenny, a girl of many talents.  If you need me to infiltrate any slaver groups, I can handle it."

[User]
 Marcel Smiles.

 Call me Marcel.  I'm pleased to meet your aquatence.  How about a drink?

He orders a drink for everyone.   You guys like beer, right?  On me.  Try not to drink too much, though.

[User]
 Unlucky Jenny

Jenny shrugs.   "Beer is fine, although I prefer brahmin milk.  Help a girl grow y'know?"   She winks at the older man.

[User] True enough.  I don't think they have brahmin milk here, though.  Oh, well.

[User]
 Everybody sits down and has a nice drink.  Suddenly, the door to the bar is thrown open and four men--armed with pistols--walk in.  They are approximately 9 meters (hexes) away.

"Everyone, hand over all the money you got and noone gets hurt!"  One says.

Fight time!

 Order of Combat:

Marcel
Jenny
Satie
Eugene
Thugs

Marcel draws his pistol (2AP), then fires a 3-round burst at the nearest thug (5AP, reduced from 6 because of fast shot)

 Shot 1:
Roll(1d100)+0:
38,+0
Total:38
Small Guns skill = 56
HIT
DMG-15

Shot 2:
Roll(1d100)+0:
24,+0
Total:24
HIT
DMG-10

Shot 2:
Roll(1d100)+0:
56,+0
Total:56
HIT (Barely)
DMG-2

The first of four raiders bites it.  Every member of the party gains 70XP.  There are three Raiders left.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.

Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||S|
3|||
4|||[/table]

There is a door at C-4, south side.

DM notes:
 Spoiler
 Sheet

[User]
 After taking a cursory look around I'll check the door and if nothing else presents itself I'll go through it.

  Search the room  - (1d20-3)[ -2 ]
  Listen at the door  - (1d20)[ 18 ]

[User]
 You open the door and step through.
You are standing in an area that's very dark.

So dark, that you'll need a light source or a special vision means to get descriptions.  That, or you can try to grope walls.

[User] You're also very confused, as you appear to fail to find yourself, with that roll...

[User] Well, since I somehow managed to be enough of an idiot that I forgot to grab Light as a Sorcerer I guess I'm down to groping walls. I'll keep my left hand on a wall and move left, with my morningstar in my right hand.

[User] ... There was a torch in the previous room.

[User] Wow.... I guess sleep is more important than I gave it credit for. I'll take the torch from the first room and cautiously re-enter the second.

[User]
 The torch casts a glow out, allowing you to see.

You are standing in a corridor. One corridor runs south, and another runs east.

The south corridor has a passage splitting off to the east, 20 feet south of you.  Further south, the passage ends 30 feet south of you, with a passage splitting off east and west.

The east corridor has a passage splitting off to the north and south, 10 feet east of you.  Further east, you note a door on the north side of the corridor, 30 feet east of you.  The passage continues east, beyond the light of the torch.

[User]
 I'll go down the east corridor,   Moving Quietly  - (1d20+1)[ 15 ]  to the door and   Listen  - (1d20)[ 2 ]  at the door.

Passive   Spot  - (1d20)[ 9 ]  and   Listen  - (1d20)[ 13 ]  along the way.

[User] *Pokes to trigger the subscription that failed*

[User]
 10 feet after the intersection, the floor crumbles beneath your feet.

Reflex save, please.

[User]
 Oh boy, here we go:
  Reflex  - (1d20+3)[ 20 ]

[User] You catch the edge, and manage to haul yourself out of the pit. Nothing more of note happens as you head to the door, but you can hear nothing inside.

[User] I'll enter the room and see what new peril awaits me!

[User]
 Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||L||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
Initiative:  (1d20+1)[ 4 ]

[User]
 Oh boy, can't wait to see if I live😁
  Initiative  - (1d20-3)[ 13 ]

[User] Okay, I'll   Attack  - (1d20+3)[ 23 ]  with my sling for  (1d4+2)[ 5 ]  Damage.

[User]
 He responds with fire.

 (d3)[ 1 ]  halved on ref save, minimun of 1 bar evasion/resistance.

If you take damage, you're entangled for  (d4)[ 4 ]  rounds.

[User]
 Wow, with my first attack roll!   Crit confirmation  - (1d20+3)[ 14 ]  and if it confirms that's another  (1d4+2)[ 3 ]   Damage .

EDIT:
Stats:

 Spoiler

HP: 9/10
Rebuke attempts: 10/10
Spells/day: 4/4
Entangled for 4 rounds

[User]
 Not confirmed, sorry.

You take 1 fire damage and you're entangled. Your turn.

[User]
 I'll burn two of my Rebuke attempts to do  (1d6)[ 2 ]   Damage  to all living creatures within 30ft (other than me obviously) and heal the same amount up to my max.

Stats:

 Spoiler

HP: 10/10
Rebuke attempts: 8/10
Spells/day: 4/4
Entangled for 3 rounds

[User]
 He's still up, and takes a full round action to defend himself.

Your entanglement continues to damage you:

 (d6)[ 1 ]  fire damage.

[User]
 I'll try to hit him with a Ray of Enfeeblement:
First off,   Concentration check  - (1d20+6)[ 22 ]  against DC 16.
If that works, then here's my   Ranged Touch Attack  - (1d20+1)[ 3 ]  for  (1d6+1)[ 2 ]   Strength .

Stats:

 Spoiler

HP: 10/10
AC: 15/17
Rebuke attempts: 8/10
Spells/day: 3/4
Entangled for 2 rounds

EDIT: Damn... made the check, failed the attack miserably...

[User]
 It breaths more fire, and your entanglement continues.

 (d6)[ 1 ]  reflex halves, min 1.
 (d6)[ 2 ]  fire damage, no save.

You're lucky my damage dice suck today.

[User]
 Originally Posted by term1nally s1ck
 You're lucky my damage dice suck today.

That's what I was thinking!

I'm gonna touch myself! lol, Charnel Touch on myself to heal  (1d8+1)[ 8 ]  (I'll edit my stats with the healing after.)

Stats:

 Spoiler

HP: 10/10
AC: 15/17
Rebuke attempts: 8/10
Spells/day: 3/4
Entangled for 1 rounds

[User]
 Grrr.

More fire!

 (d6)[ 5 ]  reflex halves, min 1.

 (d6)[ 4 ]  no save.

EDIT: Better.

[User] Oh crap,   Reflex Save  - (1d20+3)[ 14 ]

[User] That's a failed save.

[User]
 Charnel Touch on myself to heal, again  (1d8+1)[ 5 ]  (I'll edit my stats with the healing after.)

Stats:

 Spoiler

HP: 6/10
AC: 15/17
Rebuke attempts: 8/10
Spells/day: 3/4
Entangled for 1 rounds

[User]
 (d6)[ 6 ]  ongoing entanglement damage.

He then breathes on you again, and it's sticky again....

 (d3)[ 1 ]  halved on reflex. Entangled for  (d4)[ 2 ]  rounds.

[User] LOL, well that was fast. I'm now at -1, with no way to keep going. Dead as a doornail, lol. I'll try to build a better stickyfire-breathing-lizard trap.😛

[User]
 You can rebuild, retry, or tweak. If you stick to the same race, classes, and base stats, you can tweak the rest.

If you wwant to change one of those 3, you'll need to re-submit.

[User] Yup, I'm planning on making something completely different. Maybe a Dwarf Barbarian/Warlock or some such... IDK, but I'll submit my new guy once I've finished him.


[User]
 Alright, let's get the party started.

 Spoiler
Using this homebrew:

  True Potential [Ascendant]
 Steel sharpens steel, and like so does one man sharpen another.  Only by facing death, delivered by a worthy foe, can we truly transcend our weaknesses and become truly powerful.
 Prerequisites:
-Must have dueled an opponent of a CR at least equal to your ECL in deadly combat and won.
-ECL 6
 Benefits:   A player with this feat adds 1/4 of his HD to all skill checks.  He is also now eligible to take  Ascendant  feats.  This counts as a  Ascendant  feat for the purpose of determining the number of  Ascendant  feats a character has.

  Battle Stride  [Ascendant]
 True warriors move across the battlefield with the grace and ferocity of lions.
 Prerequisites:
-One [Ascendant] feat
-ECL 8
 Benefits:   You may move* up to your speed before any attack you make(including AoOs).  You may do so a number of times per round equal to the number of your [Ascendant] feats.  If you do so, you sacrifice a move action for this round.
*Not 'take a move action', just simply 'move'.

  Eye of Tiger  [Ascendant]
 With an enhanced awareness, you can take advantage of almost any opening
 Prerequisites:
-Battle Stride
-ECL 12
 Benefits:   Your threatened area is determined by your reach + your speed.
 Normal:   Your threatened area is determined by your reach with a melee weapon.

  Flash Step [Ascendant]
 You move at speeds so fast that even magic has to struggle to keep up.
 Prerequisites:
-Any two [Ascendant] feats
 Benefits:   Whenever you move, opponents must succeed on an opposed prowess check in order to react to your movement.  Failure means that they can not react to your movement.  Reactive magic(such as contingencies) uses its caster level as its prowess modifier.  In this case, failure means that the magic will not trigger, unless you are still triggering the effect after making your movement.  If you attack at the end of the movement, your first attack is treated as part of that movement for the purpose of determining if something can react to it.

To determine a Character's prowess modifier:

 Spoiler
A character's prowess modifier is determined in two steps.  First, you add up all the pre-cap modifiers and penalties, and then you add on any post-cap modifiers or penalties.  The 'cap' is +20 or the character's HD, whichever is lower.

Pre-cap:
-A character with class levels adds his full HD.
-A character without class levels adds 3/4 HD.
-A character that has abilities with multiple levels, or an ability with an effective spell level, power level, or similar, takes a penalty equal to the highest 'level' he's capable of using.
-A character with more than 10 BAB adds (BAB-10).
-A spell, power, or item adds its caster level.

Post-cap:
-A character adds half his total number of Ascendant feats, rounded up
-A spell, power, or item adds its effective spell level.

Examples:
An antimagic field, cast by a L20 wizard has a prowess modifier of +26.
The wizard has a prowess modifier of +11.
His contingent dimension door(which was made at min prices) has a prowess of +11 as well.
A L20 fighter, who has 12 Ascendant feats, has a prowess modifier of +26.
A Solar has a prowess modifier of +19.
An Old Black Dragon has a prowess modifier of +18.

  Improved Flash Step [Ascendant]
 Your speed improves even farther.
 Prerequisites:
-Flash Step
 Benefits:   Whenever an opponent fails a level check against your flash step, they are treated as flat footed against your next attack.

  Superb Talent [Ascendant]
 Your natural talent is apparent in everything you do.  Nothing is too complicated or unfamiliar.
 Prerequisites:
-True Potential
-100 skill points
 Benefits:   You may add a 1/2 HD bonus to any skill check you make, instead of using your rank in that skill.  This stacks with the bonus gained from True Potential, gaining a total 3/4 HD bonus on skills where both apply.

  Calculated Movement [Ascendant] [Tactical]
 Your keen awareness allows you to react to your opponent's movement as it is happening.
 Prerequisites:
-Flash Step
-Battle Stride
 Benefits:   Calculated Movement enables the use of two tactical options.
 Side Step :  Whenever an opponent provokes an AoO from you due to movement, you may choose to forgo the AoO and instead move up to half your speed.  Doing so counts against your limit of AoOs and Battle Strides for the round.
 Timing :  Whenever an opponent provokes an AoO for movement, you may choose not to take the AoO.  If you do, and the same movement would later cause him to leave a square you threaten, it provokes a new AoO.

  Rupture Magic [Ascendant]
 Your training has become so refined that you can bend the magic of others.
 Prerequisites:
-Flash Step
-Battle Stride
 Benefits:   Whenever you make a battle stride, roll an opposed prowess check against any magical effect that would impose a penalty on your battle stride(either the attack or movement).  If you succeed, you ignore that effect.  This does not enable you to attack an opponent you otherwise would not be able to, such as an ethereal creature, but it might negate the miss chance associated with the blink spell.  This also does not enable you to locate a creature you'd otherwise be unable to locate, such as a wizard inside a fog cloud(without proper senses), but if you start outside the fog cloud, it might negate the miss chance associated with attacking him.  Additionally, any effect that is already affecting you can not be negated in this way, such as an antimagic field you're already inside of.  Any effect negated this way immediately re-takes effect after your attack.[/QUOTE]

[User]
 Initiative  - (1d20+3)[ 14 ]

Map preferences?

3 buff rounds + all day sound good?

[User]
 I'll use Marcus

map don't care

buff rounds sound good

[User]
 Small map it is:

 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]

[User]
 Buff rounds:

 Spoiler
Buff rounds:
1.Cast shield
2.Cast Mage Armor
3.Cast Heroics(Martial Stance(Thicket of Blades))

Starting in C2

[User]
 initive  - (d20+5)[ 23 ]
Buffs

 Spoiler

round 1: extended protection from good lasts 14 minutes, activate alchemical captal quick spark with swift share spell with familar
Round 2: move: draw moonfire salve from haversack, apply to feat with standard (gain fly for 5 minutes)

Round 3: extended karmatic aura lasts 14 rounds share spell with familar; swift acticate aclch capsule ghostblight

[User] starting in square L12 do we start with LoS

[User] Nope.  Turn?

[User]
 hmmm
Marcus:
Swift action enter hunters Sence stance (I has scent!)
Standard:

 Spoiler

use wand of augment familar

Fluffy :
Move: move to E12
Ready action to

 Spoiler

Demorilize first hostile withing threatened area

Turn endo.

[User]
 Spoiler
Swift - enter Thicket of Blades stance
Standard - become invisible
Move - progress to B2, B5, E5 in order, gaining LOS at E5, and so, ending movement.

[User]
 Fluffy:
Move: moves up to E7-F8
Standard: ready action

 Spoiler

demorlise first hostil in reach

Marcus:
Move: moves to k8
Free: remove on hand from weapon
free: draw vial from potion belt
standard: pour vial's contents over weapon

 Spoiler

oil of mighty whalllop

free: return hand to weapon
turn endo

[User]
 AoO:

Bethor moves from E5 to K6, and makes an attack, coming out of invisibility to do so.

  Attack  - (1d20+14)[ 20 ]
  Damage  - (2d4+4)[ 7 ]
  Skirmish  - (4d6)[ 11 ]

I'm not sure what bonuses being invisible gives me against a scent user, so I didn't add those in.

If you're an arcanist, you're also my favored enemy, so take another 2 damage.

[User]
 Whiff!

10 characters of me laughing.

[User]
 Swift Action - activate gloves of striking

Attack, moving to K10, flying directly overhead, outside a non-reach opponent's threatened area.

  Attack  - (1d20+14)[ 23 ]
  Damage  - (2d4+4)[ 9 ]
  Skirmish  - (6d6)[ 27 ]

[User]
 blow strikes clean: Make a will save

your current elevation?

[User]
 Rolling my prowess check:

  Prowess  - (1d20+14)[ 21 ]

[User]
 prowess  - (d20+8)[ 28 ]

10 characters

[User]
 Will save:

  Will  - (1d20+12)[ 27 ]

[User]
 Fluffy:
Move: moves to K8-l9 per mental direction from marcus
Standard: use intimidate to  demoralise
[roll0] +4 for every size catagory smaller you are to fluffy (large)

Marcus:
Move: will tumble to l10 [roll1]
Free:dirrect dark compaion to k11 (all adjacent enemies take -2 to ac and saves)
Free: HEXBLADE CURSE, roll will
Standard: use Saphire nightmare blade: [roll2] (if this beats your ac you are treated as flat footed
power attacking for 2
[roll3]
[roll4]

If this hits the folling damage is rolled

 Spoiler

[roll=flaild12+6[/roll]
[roll5]fire damage
[roll6] electricity damage
[roll7]
also on a connect roll the following saves
Ref vs burning DC 11
fort vs Dc 14
if successfully sneak attacked roll another Fort vs dc= total damage this blow delt

finally if I delt more than 10 damage, roll a streagth check against trip

I think that's everything

[User]
 On sight of Fluffy, Bethor abrupt jaunts to K12.

If the beast attempts to move within 10' of Bethor, Bethor flies straight up 40'.

[User]
 Originally Posted by Godskook
 On sight of Fluffy, Bethor abrupt jaunts to K12.

If the beast attempts to move within 10' of Bethor, Bethor flies straight up 40'.

Not sure which 'halving' I forgot, but that's only 20' straight up, I guess.

[User]
 Orney cuss, ain't he?

Fluffy:
Standard: Ready action

 Spoiler

attempt to grapple next hostile in reach

Marcus:
Free: direct dark compaion to L12 (-2 to ac and saves against adjancent foes)
Move: retrieve Tanglefoot bag from haversack
Standard: Toss da bag atcha
  RTA  - (d20+12)[ 18 ] -4 from range penelties

end turn.

[User]
 Yes, he is, but I'll get to him in a moment.

Move to I8, wrapping around the column, attacking:

  Prowess  - (1d20+14)[ 29 ]
  Attack  - (1d20+14)[ 19 ]
  Damage  - (2d4+4)[ 8 ]
  Skirmish  - (4d6)[ 14 ]

[User]
 I was talking to Fluffy
Marcus:
Free: driect dark compainon to J8
Free: HEXBLADE CURSE: roll will
Free: 5' into j8
Standard: Saphire Nightmare blade
  consentration  - (d20+15)[ 23 ]  If that beats your ac you are treated as flatfooted
Power attacking for 2
  attack  - (d20+12)[ 26 ]
  confirm  - (d20+12)[ 28 ]
Damage:

 Spoiler

whoo boy this gets complicated
Swift: activate sudden stunning
  mace damage  - (d12+10)[ 22 ]
  burning  - (d6)[ 5 ]  Fire
  quickspark  - (d6)[ 1 ]  electricity
  sneak attack  - (d6)[ 3 ]

roll the following saves
Ref (burning)
Ref (sudden Stunning)
Fort (sneak attack only)
Fort (from getting smacked at all)
and roll a trip check.

Fluffy to come.

[User] Abrupt Jaunt, to H9, while the curse is 'on the stack', if possible.

[User]
 [01:40] 9mm: works for me. you porting after the dark compaion moves?
[01:40] Godskook: Yep.

 Port'n is no good against a nose like mine...

Marcus:
Move: tumble to H8   tumble  - (d20+10)[ 12 ]
Free: hexblade curse roll will.
Standard: saphire nightmare: see above post for rolls

[User]
 Fly up and over your head, attacking downward at my full reach(So I'm not in your melee range).

  Prowess  - (1d20+14)[ 29 ]
  Attack  - (1d20+14)[ 21 ]
  Damage  - (2d4+4)[ 9 ]
   Skirmish  - (4d6)[ 11 ]
  Will  - (1d20+12)[ 25 ]  - Assuming you still use your curse on me after the AoO.

[User] How about flying?

[User]
 you avoid getting cursed... This time:

Fluffy:
move: to h7-i8
Standard: will attempt to grapple, make your AoO (if you have any left)

[User]
 Sidestep to A8 to avoid the grapple.

Tumble mod is +21, unless you really want me to roll it.

[User]
 Originally Posted by Godskook
 Sidestep to A8 to avoid the grapple.

Tumble mod is +21, unless you really want me to roll it.

you can nat 1 skill checks, you have to roll it I'm afraid.

[User]
 (1d20+21)[ 25 ]

Is that a ToS thing?

[User] No. You can only nat 1 attack rolls, saves, and the occasional odd thing here and there. Skill checks generally don't autofail on a nat 1.

[User]
 Originally Posted by Claudius Maximus
 No. You can only nat 1 attack rolls, saves, and the occasional odd thing here and there. Skill checks generally don't autofail on a nat 1.

Well, I knew they didn't in 3.5, but I wasn't sure about ToS.

[User] There is no deviation from RAW in this regard, as far as I know.

[User] this wasn't about auto fail, he's moving at full speed in this tumble instead of half: imposing a -10 penelty. It was possible for him not to hit 15.

[User]
 Originally Posted by 9mm
 this wasn't about auto fail, he's moving at full speed in this tumble instead of half: imposing a -10 penelty. It was possible for him not to hit 15.

Right then, I keep forgetting to factor additional movement restrictions in my sidesteps.

So, anything left to you and fluffy's turn(s)?

[User]
 Originally Posted by Godskook
 Right then, I keep forgetting to factor additional movement restrictions in my sidesteps.

So, anything left to you and fluffy's turn(s)?

no, your turn.

[User]
 I think it is time we started doing this differently.

I fiddle with my ring, and disappear.

Last known spot was A8, 10' up.

[User]
 Probably shoulda said, my turns over.

 I'll do interesting things when its your turn, like any classic blue deck.  Muah ha ha.

[User]
 Originally Posted by Godskook
 Small map it is:

 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]

reposting map for refference

spoiler all invisible movement for observers

Fluffy:
Move to k11-L12
Standard: ready action:

 Spoiler

grapple at marcuses direction]

Marcus: Double move to L12

end turn

[User]
 Movement:

 Spoiler
For fluffy's movement:  E12, which is out of scent range before he moves.  Confirmed in-chat that he moves away from me first, so he doesn't get a whiff until I move again.

For Marcus's 1st move action to K11:  Nothing, hoping that either (A) he reappears or (B) I can gank his AC in peace.

Attempting to take the last few steps of your movement(K-11 to K-12), Bethor's chain swings out at you from K-11, 10' up, you smelled him coming from the left side of the room.

Rolls:
  Prowess  - (1d20+14)[ 21 ]
  Attack  - (1d20+14)[ 24 ]
  Damage  - (2d4+4)[ 7 ]

[User]
 you land your hit.

  Prowess  - (d20+8)[ 21 ]  if that beats yours roll will

final free action fro Marcus is to bring his dark compaion to his square

end turn

[User]
 Swift - Activate Blurrstrike(You see my arm go blurry, so there's no point to obscuring the name, really).
Standard:  Move to J12 and land(15' of movement), and strike at you.

(Tumble mod is +21, and I didn't move far enough to incur penalties(10' out of 80', due to descent doubling movement))

  Attack  - (1d20+14)[ 32 ]  - Blurrstrike, which hits FF AC, unless you can negate that
  Damage  - (2d4+4)[ 10 ]
  Skirmish  - (2d6)[ 9 ]

[User]
 Originally Posted by Godskook
 Swift - Activate Blurrstrike(You see my arm go blurry, so there's no point to obscuring the name, really).
Standard:  Move to J12 and land(15' of movement), and strike at you.

(Tumble mod is +21, and I didn't move far enough to incur penalties(10' out of 80', due to descent doubling movement))

 (d20+8)[ 24 ]  - Blurrstrike, which hits FF AC, unless you can negate that
[roll1]
[roll2]

I suppose I roll prowess for for karmatic aura?
 (d20+8)[ 24 ]

also my turn?

[User]
 Yes, your turn.

  Prowess  - (1d20+14)[ 31 ]
In case I fail, its a will save, right?
  Will  - (1d20+12)[ 31 ]


[User]
 You awake to find yourself laying next to two others in a field. To the south, you can vaguely see a town. You have, by laws of casuality, become a Dungeons and Dragons character.

A note lays on the ground between you all:
WELCOME TO OERTH. ENJOY YOUR STAY.

[User]
 The Gunny

The eldest of those present is the first to stir, his hand instinctively moving to the polearm at his side as though it were a dear lover. Even before he opens his eyes he caresses the wooden haft, " This is my rifle. There are many others like it, but this one is mine. G'morning Mary. Mary... you feel strange today. " He slowly stirs and notices first that he is wearing archaic, though masterfully crafted of a surprisingly light metal, breastplate as well as what seems to be a dark green bandanna, a wide belt set with three emeralds, a ring hidden within a pair of massive gloves, a band around his upper arm of twisted bronze, and a thin leather band around his ankle holding a pewter charm. He looks around for a moment and almost pushes the polearm away, " What is this Mickey Mouse ****? What are you two animals doing in my beloved head? "

[User]
 Tesla
 Hmm, what's this?  the man next to the Gunny says as he begins to stir.  You, how did you get into my lab, and why are you wearing such strange clothi- wait. This isn't my laboratory, and why am I in this silly robe? So many questions to ponder...  Tesla says as he looks down at the new clothes he's found himself in. Over his somewhat patchwork looking robe is a marvelous cloak, concealing a small, suspiciously light bag and several new pieces of jewelry.  Well, we may as well start with introductions. I am Nikola Tesla, man of science. And you are?

[User] The Gunny laughs and shakes his head as he finally pulls himself to his feet, his hand still gripping the guisarme that he arrived with, " Well, no ****. What are you, some sort of ****ing comedian? Private Joker, I am Gunnery Sergeant Ermey, and as long as you're living in my dreamland you will speak only when spoken to, and the first and the last word out of your filthy sewers will be "Sir". Do you maggots understand that? "

[User] I think I understand some of what you're saying, Sir Ermey, but it still doesn't answer my questions. Meanwhile, I don't think this one here understood either, as he still seems unconscious.

[User] He jabs the unconscious man in the head with the blunt end of his polearm.

[User]
 Hulk Hogan

Mmmrr?!  *sleepily*
 What's going on! Who are you?
 Hulk rubs his head slightly where the polearm hit him.

[User]
 The Gunny

" This is a dream, Private Snowball. You are figments of my imaginations and you will do as I say. Now you pull your sorry ass off the ground before I stomp your guts out, do you understand? March, you sorry sonsabitches! "

 Spoiler
Two DC 22 Will Saves from both of you, please. Failure indicates that you are moved 20ft per failure towards the settlement in the distance.

[User]
 Will Save:
 (1d20+8)[ 4 ](12)

[User]
 Will saves:

 Spoiler

  Will Save 1  - (1d20)[ 19 ]
  Will Save 2  - (1d20)[ 17 ]

I can't check my character sheet while at work. If someone wants to tell me my will mod, then I'll know my total. Otherwise, it has to wait for a couple of hours until my lunch break.

[User]
 Spoiler
+11. *le sigh* I suppose it makes sense that Hulk Hogan wouldn't listen to an angry little old man. XD

[User]
 Hulk Hogan

Hogan stands up and glares at the sergeant.

 WHO DO YOU THINK YOU ARE? YOU CAN'T BOSS ME AROUND! DO YOU KNOW WHO I AM?! RAA---

Hulk cuts off as he realizes where he is standing.

 WHAT IS THIS PLACE?

(In the future, it should be assumed that Hogan is speaking in an unneccessarily loud voice. I will discontinue the use of Caps in such a manner after this post)

[User]
 A voice floats in from the distance - " Welcome, 'heroes'. I am The Great Manipulator, but you can just call me the GM. I have seen that you are what passes for heroes in your world. However, being the manipulator I am, I have decided to bring you, and others, to this world.
You are team 'Look at us, we're loud'. Tesla, your machinery is loud, so you're still here. The teams will quest across the world, facing both the native environment, and other teams. The winning team will become a pantheon of deities in a new world, created to their specifications.
Your first challenge may or may not await you in the town you can see. I make no guarantees. Enjoy your time on Oerthian Idol.
 Those of you at home can send in your votes via text message to 1-800-OTH-IDOL. Send in those votes - Your heroes need them!  "

The wind blows ominously. What do you do?

[User]
 Gunny

About to give this young man a good whipping for his insolence, the sergeant pauses at the sound of the voice and listens for a few moments. Once it finishes he glances in a generally upwards direction, " Buulllll****. You sorry sonsabitches going to tell me how to run my own dream? The moment I think about heading off towards the town over yonder some great voice comes in and tells us all what a fantastic idea it would be to go there in the vaguest terms. I'm on to you. Snowball, Joker, move out! " He then begins marching towards the city, still convinced it was his own damn idea.

[User] What a strange little man...  Tesla thinks to himself as he walks towards the village. His companions may be loud, but getting an entire universe to play around in and experiment with is simply too good an offer for any scientist to pass up.

[User]
 Hogan

Hogan takes a minute to analyze what the voice said. Then he notices the others heading toward the city.

 Hey! Wait up!

(as he catches up to them)

 Who are you two, anyway?

[User] "I am Nicola Tesla, man of SCIENCE!"  Tesla says, extending his hand to Hogan.  "And you?"

[User] [COLOR="DarkGreen"]I am Hulk Hogan! I rip things in half, little man!COLOR]


[User]
 It was far south, and a caravan was crawling through the salt-blasted deserts of the nation of Entue, moving with a contingent of troops, supplies, and a few, specially chosen 'heros', for the few settlements that were struggling to survive against the spreading tide of the Formians. No one knew why they had come, and, it had been so long since the war had started, that most of the soldiers didn't know a world where they weren't fighting against the insects. The caravan was currently moving through a long stretch, where a fortress had once lie, and was passing in and out of the shadows of the vast seige beetles that had died in this place, but had left their mountainous forms behind, offering a moment of rest from the driving, blinding wind, and the roasting heat of the blank desert.

This was where the group found itself, now, in a particularly large, enclosed wagon. They were the team of 'heros' being sent in. Most had been fighting for a long time, and had never met each other before this, but, it seemed they would be fighting together, from this point onward.

 (Time to make intro posts)

[User]
 Jacob sighed, Seiiki slung over his shoulder, and stared at the ground. The fighting had been going on for so long, it was becoming routine. That... that just didn't sit right. This kind of violence and fighting to survive shouldn't be anyone's day-to-day, but, in a time like this, could he really afford to dwell on how it should be?

He looked up at those travelling with him. And odd collection, they were. He shrugged, and leaned forward, deciding that someone should get the ball rolling, and if nothing else, they should understand his powers. "Hey. If we're going to be fighting alongside each other from here on out, I figure you should know something about me, at least." He raised a hand to his face, and pulled it across, as if peeling off a mask. Instead, a mask appeared, white and bone-like. His voiced deepened, and his eyes turned dark.

"I have some kind of evil presence inside of me. You don't need to worry, since I have total control. It took a long time and a lot of work, but I can now steal some of its power and use it for our benefit."

He peeled the mask off the same way he had put it on, and it vanished. "Just so I didn't frighten anyone too much."

[User]
 A soft light Illminates the area, as one of the most beautiful creatures ever born prances about. A juvenile Unicorn bears a rider, an elven maiden of comely appearance. The rider wears scale armour made from the hide of a bronze dragom, so the sun glints off the bronze plates. She bears a longspear, a shimmering weapon that glows brightly, and also bears a great, intricate longbow that crackles with lightning and power.

She runs a slender hand through the Unicorns mane, murmuring words in Druidic to the animal. She then reaches into her side pouch, above her bare thighs, to withdraw two arcane gloves, which she pulls on while flexing her fingers. This is Vera, druid of the Miriglade people, warrior of Correlon, and she has arrived to fight the Invasion, lest her homelands be destroyed.

 "We fight because we must."  She murmurs to the Unicorn. Raising her head, she throws back her hood, shaking loose a mane of long white hair.  "I am Vera, Druid of the Miriglade People. I be your ally."

 Spoiler

Spells prepared:
 0 Level
2x Know Direction, Purify Drink, 2x Detect Poison, Detect Magic

 1st Level
Raptors Sight, Animate Water, Longstrider, Jump, Entangle

 2nd Level
Animate Fire, Animalistic Power, Bulls Strength, Bears Endurance

 3rd Level
Call Lightning, remove Disease, Neutralize Poison, Protection from Energy

 4th Level
Arc of Lightning, Dispel Magic, Giant Vermin

Vera

[User]
 The halfling calling himself Westron Thorngage reclines lazily on his perch atop a barrel, his back against one of the supports of the wagon. He grins at the other two, eying the elf a little longer than most would consider polite.
"The name," he says brightly, "is Westron. Westron Thorngage. Call me Wes. Or West. Whichever. I'm your sneak on this run. It's my job to get you in past whatever defenses those formians have put up."
He pulls a cigar from the inside of his jacket. Anyone paying attention notices that it is quite an expensive brand. After a moment with a match, it's lit, and he settles back again, taking the occasional puff. "Now," he continues, "I may not be quite as...  impressive  as either of you-" he waves a hand, the gesture encompassing both the unicorn and Jacob "-but I get the job done. I'll get you in. You kill everything there."

[User] "Well ladies and gents my name is Dave, I come from down below and I am an...enabler" . a short wiry man in  old  leather says " you know me a tad already as I've taken the liberty of tattooing you on the journey.  More to come I promise. also this  he points to his shoulder where a small orange crystal perches  Is Dave the Brave. He might just be a little help along the way too.

[User]
 As the group of 'heros' made their introductions to each other, what had appeared to be an oversized heap of supplies coverred in a tarp that filled up almost the entire head of the enclosed wagon, stirred. A single arm bound in muscles that would dwarf a oxen exitting the thick, clothe-like material, just to grip a beam of metal there, which had seemed placed to prevent what they had thought to be supplies from spilling out through the wagon, and lifting it aside, revealing it to just be a massive weaponized scythe. The tarp-like material then lifted as well, and proved itself to just be one of two massive wings that were encasing a giant of a man there, like a blanket. The man placed his hand on the ground and pushed himself up, into a sitting position, the boards of the wagon underneath creaking in rebellion.

Even sitting down this emmense man's head almost touched the roof of the wagon, yet, he didn't seem immediately dangerous. Those dark eyes were rather unsettling, but bore no malice in them. As he sat there, he placed his hands on the floor of the wagon, and bowed (eastern style), to show respect to those around him.  "My name is Shungus Kederekt, it is an honor to meet you all. I am your gaurd on this trip, so, please, do not be afraid of my appearance,"  he spoke to those around him. It did seem reasonable to be afraid of this monster, honestly, as those dark wings and the vestigal horns on his forehead spoke of a heritage reigning from the darker side of the other planes.

Meanwhile, at the head of the caravan, unknown to the hero's further back, the guide wagon was making a bee-line for what appeared to be a stray wanderer. What exactly could be up?

 (Roleplay some, or maybe find a justification to realize that you are veering very slightly off course)

[User]
 Vera smiles, and looks at the tatoo on her wrist.

 "You guard us in these dark times? I rather you an ally than a guard."   Vera nods, accepting.

She looks around, elven mastery of nature leading her around.

 " To where do we travel? "

Vera

[User] an excellent question. DB, why don't you go up top and look around. stay hidden and lets us know if anything hinky occurs.  and with that Dave tries to get his psicrystal up on the roof of the wagon.  Not to worry, Brave Dave here will let us all know if anything is amiss.

[User]
 Vera looks a little flustered by the Mans' antics. It takes her a few seconds to realize that Dave is talking to the crystal and not her.

She dismounts from Starfire, leaving him to prance about, then look around. *This is different, Vera. Not the grove of the promised land.* Starfire says.

 " Starfire is right. This place is unnatural. The spirits of the earth shudder as nature becomes aware: Formians, on the march. They will cover all in their scuttling vermin, overrun the forests and good places of this world. "  Vera orates.

The sand is distasteful to Vera, as it is to Starfire.

 " We should continue, Shungus. Leave this land for the woodlands or mountains: Where we have an advantage. To meet the Formians in open ground such as this is unneccasary. "
 " We should also consider the extraordinary movement modes of the enemy: Burrowing through sand would certainly not be something unattainable by formians. "

 Spoiler

Knowledge, Nature: Local wildlife, sense wether the natives are here or not.
 (1d20+13)[ 15 ]
Not sure If I shoulda rolled that, but hey.

Vera and Starfire

[User]
 Maestro grins even more broadly as the giant sits up. "Well," he says, sounding positively gleeful, "I can't say that I regret signing on with you guys. If we're going to have any shot against these ants, this man right here-" he points at Shungus "-is going to be the guy holding the proverbial sword." He pauses for a moment, then continues, "Plus, having a guy like you to distract them makes my job that much easier."
Another pause, this one while he listens to the others talking about the change in movement. Once the talking has died down, he says, "Does it really matter? We're here to fight formians. Presumably they'll let us know when we're supposed to start stabbing."
He nods at Vera. "Druid, right? The unicorn gives it away... anyway. There are actually several advantages to fighting the formians out here rather than in the woods."
He holds up a finger. "One. Most formians are melee combatants. Open areas let us shred 'em from afar." Another finger. "Two. Do you have any  idea  how hard it is to tunnel through sand? Trust me. I know. I've had to do it before. That stuff can't be shored up, the tunnels collapse constantly... it can be done, but it's sloooow going. Fighting them out here limits their burrowing range, which is good for us."
He drops the hand. "Now, I get your whole 'return to the woodlands' urge, I really do," he says amiably. "You being an elf and all that. And a druid. But forests mean dirt, and dirt is actually fairly easy going for diggers. Nope. If we're going to fight them anywhere, may as well be here."

[User] "I honestly don't really care where we fight them." Jacob shrugged, shifting his axe to the other shoulder. "That might speak to how simple I am, though. Really though, why did we change course? Sure, it might make sense from a 'formians can't dig here' standpoint, but if we're killing formians, why would they be where they can't tunnel effectively?"

[User] Maestro shrugs. "No idea," he says cheerily. "It's a bit of luck for us, though, so I'm not complaining."

[User] "Still strikes me as odd... who's driving this thing anyway?" He stands, slinging his axe onto his back, to investigate the driver. "Hey, driver, where're we going?" He calls as he gets into position to have a look.

[User]
 Somewhat lost in the moment, Vera suddenly speaks again.

 "Yes, correct. I am a druid of the Miriglade Elves. And I do not wish to return to the Woodlands merely due to my heritage and the fact my power will be increased there. "  Vera says, cooly. She seems impressed by Maestro's charm.

 " The desert is not the place for us to fight: Despite the advantage, as you say, of fighting in open terrain, the Desert is liable to change on a whim, to bring vengeance upon us. The conditions sap our strength, even with my power, and do nothing to hinder formians. Starfire finds it harder to charge in the difficult terrain of this sand, and my hair is getting curly.  She says, with a slight grin.

 " Formians are weak in that they are Outsiders: even as bonded as they are to this plane. This means they do not Eat, Sleep or Breathe, nor suffer any fatigue from this environment, but also means they are vulnerable to spells of the Divine and spells of the Arcane. They are deadly foes: Intelligent, Coordinated, Aware. Meeting them in open ground is never something I look to, especially with them being faster moving than us... "


[User] Alright. Ecalsneerg, Starsign, Pengwolf, report in with character sheets.

[User] Still fiddling with it, but here's my Cleric for the moment:  Alina Fadi Zahrah

[User] And yes, we've sucked in Nyrath and Dariusprime :)

[User]
 My Dragonfire Adept, now with full details of his feats, breath weapon, and invocations listed in the notes section.  Name, background, etc. still to come.

 http://www.myth-weavers.com/sheetvie...sheetid=208536

EDIT: This is pengwolf.

[User] Alright, my character is  right here .

[User]
 Dodger  reporting for duty.

"Be polite and efficient. Follow reasonable orders and offer constructive opinions. Categorize people as comrades, allies, civilians and enemies. Do not kill wantonly, but do not hesitate. Wander until you find peace and a greater meaning for your life. Try to understand your emotions and make friends. Live life to the fullest. Be curious. Don't die."

[User]
 " Name's  'Harry.  Harry Darkrock. I'm a shaman, no small rate. That applies to skill  and  pay, I do good work, I don't do  cheap  work. "

" Yeah, I'm a goblin.  Yeah , goblin, not a gob, not a monkey, not trash, not dirt. Accent fools you? Heh. Chances are, mate, you're about half as smart as my worst days. Six languages. Rudiments of a few schools of magic. Hell, sheer smarts, I teach myself how to make stuff with my mind! Mind you, pardon the pun, that's because I'm a blue goblin. We're rare, we're psychic, and we're  bloody  smart if you pardon my language. "

[User] Once the sheets get finished and the personalities get posted, we'll start. Something like Ecalsneerg posted would be fine, but you can post your own style!

[User]
 Sorry for the delay.  The name is Daedris. Link to character sheet is in previous post.

 "People call me greedy.  They're right.  I'm after treasure, plain and simple, and if you keep me paid and fed, and let me keep what I find, I'll follow you to the ends of the earth.

Yes, I've got scales.  Want to make something of it, punk? One of my ancestors got frisky with a white dragon, or so I'm told, and here I stand.  Breathing fire comes in handy now and then, so if you don't want a face-full of burning, you'll get out of my way.


[User]
 " Very well, come with me. "

Sister Lady Margarete leads you into a large stone room with several slabs beneath the Sisters of Salvation center. Sister Maria and the elf are located on slabs, as is a sickly looking peasant.

" This is where we prepare the bodies of our own dead and those unfortunate enough to be unable to afford proper burial on their own. We are all equal in death, and none should go without proper final rites. "

She leads you over to the elf and steps back to allow you to examine the corpse.

 Spoiler
Useful items on the body:

 Dust of Dryness (850gp) (Used, i.e. in a pellet)
 Efficient Quiver (1,800gp)
 Foebane (2200gp) - +1 composite longbow (+1) (he gave it a name.)
 Handy Haversack (2,000gp)
 Masterwork Rapier (320gp)
 Masterwork Shortsword (310gp)
 Potion of CLW *4 (200gp)
 Potion of Invisibility (300gp)
 Safewing Emblem (250gp)
 Silversheen (250gp)
 Slaying Arrow (2,282gp)
 Sleeping Arrow *5 (660gp)

 54gp 80sp 50cp

[User]
 Spoiler
i take:
Dust of Dryness (850gp) (Used, i.e. in a pellet)
Efficient Quiver (1,800gp)
Foebane (2200gp) - +1 composite longbow (+1) (he gave it a name.)
Handy Haversack (2,000gp)
Slaying Arrow (2,282gp)
Sleeping Arrow *5 (660gp)
and the gold

Uvag takes his chosen trophies off the corpse, plscing the quiver on his back, and the rest in the haversack. He addresses the Lady Margarite, "I did not find anything on him which gave a clue as to who he was working for. Please take the rest of what he has, use what you can, and sell the rest. I'm sure you can use the funds. If you ever need anything else, don't be afraid to ask. If you leave a message at the guard post with Captain Marcell Herrman, i will recieve it."
Uvag then goes invisible and leves the room. Assuming nothing else distracts him, he goes to the guard post to collect his bounty.

[User] You arrive back at the guard post and find Captain Marcell in his office, his door standing open. He looks up at you as you enter and waits for you to speak.

[User]
 "kaspar is dead. I do not believe anyone saw me kill him. Please give me the payment for his removal. There was also an elven assassin who killed a young woman in cold blood. his corpse is being prepared for burial by the sisters of salvation."
"I am afraid that kaspar did not reveal anything useful before he died, and carried nothing incriminating on his person. The assassin was likewise a dead end. do you know of anywhere else i might be able to dig up some information? Someone spent a lot of gold to kill a woman who gave food to the poor. I do not know if kaspar was working for the same person or not. Either way, this city could definitely use someone who can slip in between the cracks in  the law and take the vermin out from underneath the floor."

[User]
 " I'm afraid I have no other leads at the moment. Feel free to ask around the Guard if you want, but I can't really direct you. If you uncover anything, I might can pay you.

Unfortunately, you didn't uncover anything I didn't already know, and killing Kaspar outright was the least desirable outcome. Either way, you did fulfill your contract, so... "

He reaches under the desk and tosses you a bag containing 200 gold.

 Spoiler
You gained 1800 experience from killing the PC, and I think I already gave you xp from Kaspar's death. If not, let me know.

[User] "thank you. It was not my intentin for him to die. He attempted to go too far with the halfling lass he was extorting for money. That was when the elf killed her in cold blood and the guard as well. I failed to fulfil my bigger goal, so the pay is understandable. If you find anythiing else you need done that the law does not let you do over the table, pleae let me know. You are  a man of honor and i trust you to enforce justice." With that, he goe invisible and leaves. He heads back to that merchant Ponchiello to see about selling off his loot he doesn't want."

[User] And Herr Doktor Punchinello is otherwise engaged in his own contract until such time as The Watchman returns and completes the encounter...