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The Lawless City
[Game Thread]
The Dead Mermaid's Casino
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#
46
May 25th, 2022, 12:59 AM
Optional Reality
Juvenile Dragon
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Signe Fairhair
The elven woman handling the afternoon's greetings dropped her feigned accent and her hand from Signe's chin. Signe lifted her own, brushing against the back of the elf's fingers. Was she teasing in return? But surely not, as she explained how business had drawn her to the Mermaid. The red-hair traveler took news of the delay of that business in stride as she listened to the institution's attraction.
"And your sister a musician?"
Signe smiled in return.
"Fortune has blessed your family with talent
and
beauty. Some day, when there are not so many demands on all of our time, I hope we might meet again. I would certainly enjoy learning more of your... stories."
If Signe meant something more... Ah, who was to say? The elven woman was already being called away to the next of her duties, and Signe slipped into the crowd. There was a fighting ring here, and as always, no shortage of people willing to prove themselves in it -- men and women, alike. Here, at least, the boxers and fighters were free to decide when to wager their bodies in the name of entertainment and profit. Although... her own purse was much lightened since her time in the city.
Coin is as cruel a master as any other.
"
Fancy yourself a turn in the ring, lass?
"
the ring attendant called out to her, having noticed her staring at the spectacles therein. There was a mocking edge to his question, judging her slight frame and smooth skin, to be sure.
"Thank you, good sir, but no. I've stood on the bloodied sands of far too many arenas to want a part in such a test today."
She was certain that he scoffed in disbelief, but she allowed the tavern's busy din to drown out his disapproval. Besides, the hint of music drew her onward into the next room. Another elf woman, sawing away at a fiddle.
The greeter's sister,
she concluded,
and it seems no small talent indeed.
And there, behind the musician, the dancers, the crowd, was... the box, and its thuggish guards, allowing their victims' blood to seep into the floorboards. Signe scowled, letting this dismal reality interrupt her mood, but only for a moment until the fiddle cried out the start of its next song.
Signe unhooked her lyre from her belt. She didn't know this particular song, but it was a traditional style and rhythm, easy enough to improvise an accompaniment. She was careful not to allow her own playing to take away from the performance already underway. This was not her song, not her time in the spotlight. Should anyone from the crowd move to offer money for her lyre-work, her eyes led them to the fiddling elf instead. Here, now, the notes Signe teased from her own set of strings were merely to support the talent of another. And... were she pressed to admit it, to keep her mind off the ugly business of orcish blades and severed hands, at least until it was time for business to begin.
Mechanics
Let's see how well Signe does as a backup musician:
Dice
Perform (strings)
:
1d20+9
(
19
)+9
Total =
28
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#
47
May 25th, 2022, 08:36 AM
Touketsu
Mysterious Ice Ninja
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Damien
Damien listened to Sandraminae's words, but just as much attention was paid to the elf's body language. She was doing little to hide her interest in the various folk assembled... likely not for the purpose of simple pleasure, given her position. No, this was as much about business as anything else, and if her loyalty to Tilly was as strong as she said, it was very likely the elf's perspective ranked rather high amongst the "eyes".
As she made her showy walk toward the game table, Damien gave Grim a sideways glance, smirking at the gnome as some of them made their way over to the table. The vishkanya's eyes were naturally drawn to the jade beetle; fitting then that Grim should offer it to him. Damien smiled and nodded down at the man.
"My thanks friend. Best of luck to you."
With a grin, Damien lined up his shot and
Dice
Roll
:
3d10
8
,
7
,
4
Total =
19
made his own toss
. True to Sandraminae's explanation, the jade beetle bounced poorly, but Damien's smile remained; he was willing to play the long odds.
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Last edited by Touketsu; May 25th, 2022 at
08:38 AM
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#
48
May 25th, 2022, 11:58 AM
Exhibit A
DAGRON
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Kotram Deepiron
Kotram shook his head at the display unfolding around the ring. What was a perfectly entertaining fight was giving way to a drunken brawl. What was the point of watching some boozed up fools pound away at each other? And to think people would give him a hard time for abstaining after a display like that. At least the previous match's winner had the sense to get herself out of the situation. No sport or glory in beating up a drunkard.
Disappointed, he sat back down at the bar, just in time to be joined by another catfolk. Smaller than the brawling champion, but he definitely had the look of a fighter about him.
"Aye,"
he said in reply,
"Seems we've been hired fer the same job. Takin' a chest across a river ain't exactly the kind of thing they write songs about, but it' a job, and a good paying one too. Besides..."
he hesitated for a moment, as if lost in thought,
"Well, let's just say ye never know what something might lead to."
He extended his hand to the cat,
"Name's Kotram Deepiron, formerly of the Flame Lions mercenary company."
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#
49
May 25th, 2022, 01:21 PM
DebiRedHair
Elegant Elven Redhead
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Finrod
He has acted to support an senior employee of someone he likes the sound of as a boss. The human, Dougal, who was talking too loosely has moved on to talk about gaming; a subject he sees no point in apart from as a good way to part a fool from his money. It is time to fade back into the background but to show the Elven woman he was still there. He catches her eye and then steps back, blending into the clientele.
He continues to watch over the Elf and her charges but returns to his comfort zone of practicing his skills in plain sight.
He steps back and steps into Albrecht, which destroyed his mystique. The burly warrior says
" Been looking for you, comrade. I heard one of those stinking Flame Lions is in here."
Dice
Stealth
:
1d20+9
(
3
)+9
Total =
12
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Last edited by DebiRedHair; May 25th, 2022 at
01:25 PM
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Valeria d'Athos
#
50
May 26th, 2022, 06:11 AM
Noquarter19
It's clobberin' time
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Vyeggar Vugmuk
Credit to @TSRodriguez14
”All set on that, friend-o,”
Vyeggar stated to the nervous little human boy and his scrap of bandage (though unbeknownst to Vyeggar, Dougal was actually a year older than himself). He cinched the scrap of tablecloth around his hand and tightened it with his teeth. It was not a wide gash - the point of the shot glass had been very sharp – but it was bleeding well, aided by the current of alcohol coursing through the half-orc’s veins. He shrugged.
”Been cut before, and I’ll be cut again I’d wager – the
only
wager I’d make here.”
He snorted at the bugs.
”I’ve heard of betting on horses, betting on dogs – hell, even betting on
roosters
. But bugs? Really?”
He shook his head, his fingers now drumming away on the table.
His drink was gone, Tilly was still absent, and even the cute halfling had wandered off. He’d watched her go with a hungry look, enjoying the savory curves of her backside and trying to envision the physics of laying with a woman half his size.
Another day, perhaps.
She’d seemed put-off by his boorish behavior, a not uncommon reaction, though an expected one when one purposely goes about sowing seeds of discontent. It was easier to see people’s true motivations when you treated them like garbage, because then they had no need to put on the sort of gleaming veneer of false friendliness that all people wear in “polite society.” The truth was that people were garbage, all of them, men and women, of all races and colors, and the sooner that everyone accepted that the universe was against them and that nobody was looking out for them but themselves, the better. He’d tried the church once, had taken to the passionate and bloody message of Sophi like a duck takes to water, but it was her disciples he couldn’t stand, the church elders who were there to guide the way, that had taken the last of his faith in people. He’d been strapped to a table, sliced and punctured and cut and bled, for weeks. He had watched his lifeblood pool into clay pitchers, his eyes gone grey with anemia, his lime-colored skin fading to an ashy pale green. He’d felt so weak, so powerless, so
vulnerable
. His mind had buzzed dully, knowing what was happening, but not why. Not since his father had abandoned him at the age of nine had he felt so betrayed. And yet, he’d been unable to raise a fist in that place, stifled by weakness and confusion over what had been done. But it had grown clear, lenses coming into focus and magnifying his anger at the outside world like some terrible beam of light that burns and boils the skin and the flesh beneath. He knew there was no saving his own soul, and his brother Veklin would be an old man when he got out of the Julianople dungeon, but there was still hope for Valdik, the youngest of them.
If he yet lives.
Vyeggar’s fingers drummed on the table incessantly. The air stank of smoke and sweat and cheap perfume, and he pulled at the already loose collar of his white silk shirt, suffocating to death while all the world around him gambled away, oblivious to the pointlessness of it all.
”Damn it,”
he grunted.
”I’ll be back,”
he said to no one, expecting no response. The only reason he’d said anything at all was because now, seemingly, they were partners of a sort, bound by word to do a job. He thrust himself up out of his chair and marched over to the ring. He needed to hit something, to
hurt
someone.
Don’t care who. Don’t care what.
His blood was up, his fists clenched. He rolled up his sleeves, revealing twin scar tattoos on both inside wrists:
D T A
–
Don’t Trust Anyone
. Well that might be true when it came to his own safety, but if he ever wanted to find out what had happened to Valdik, he was going to need to at least exude some manner of calm composure.
Not in the ring, though. In there, I can do whatever the hell I want – as long as I don’t kill.
He grinned evilly as he shouldered and elbowed his way through the crowd, leaping up onto the edge of the ring and then using his strong arms and the flexible top rope to leapfrog up over the ropes and into the ring.
”Alright,”
he bellowed to the surrounding crowd,
”now that the animals and the children have finished playing around, what say we get a real fight going? This is my ring now. Any one wants it back, you’re going to have to come take it.”
And with that, he begins to gently unbutton his silk shirt and neatly fold it, before draping it over the ring post, revealing the bulging green muscles and lattice-work scars which made up his body from the neck down.
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#
51
May 27th, 2022, 04:36 PM
Fyre2387
Truthwatcher
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Rashirr
Rashirr shook Kotram’s hand, impressed by the dwarf’s firm grip.
"I’m Rashirr."
He paused. He wasn’t quite sure how to introduce himself anymore. As a gladiator, he’d usually been referred to by his masters, which was obviously out now that he was free. The names of his father and tribe didn’t really mean anything to him, hadn’t as long as he really remembered.
"Um…just Rashirr, I guess."
He continued, eager to move past that bit of awkwardness.
"Mercenaries know a lot about fighting, right? I was a gladiator, I did a lot of fighting too. I’m not any more, though, so I need money. That’s why I took this job."
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Vagnar Akselson
#
52
May 28th, 2022, 11:02 AM
triedtherest
Great Wyrm
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Dougal Fastblade the Third
Dougal stepped back from the beetle game. He'd lost!
"Meh!"
He shrugged.
"Gambling! You win some, and you lose some!"
He wandered through the growing throng of people, keeping an eye and ear out for anything worthwhile.
That Fineod chap had warned Albrecht about some Mercenary Company, apparently in a very negative way!
"Ah, excuse me Master Finrod!"
He Interjected, once again.
"I'm not familiar with these "Flame Lions". What's your beef with them, if it's not rude to ask?"
Character Sheet
triedtherest
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#
53
May 29th, 2022, 05:04 AM
DebiRedHair
Elegant Elven Redhead
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Finrod
When Albrecht mentions the Flame Lords and then Dougal asks him about them, Finrod grins.
" Albrecht serves with the Company of the Purple Dragon, as did I before my retirement. The Dragons are light Infantry and there is much name calling between us and companies of heavy infantry we serve with. The Company of Flame Lions is an old ally of the Dragons though they are the subject of wicked rumours amongst the Dragons. They wear all that armour so sweat a lot thus 'stinking'."
He looks across at Kotram and grins again.
"I guess he would call me 'lily-livered' because we try to hide and snipe rather than stand in line and get bashed. Rivalry based on respect. I am sure you understand that?"
Throughout this explanation, cold blue eyes scan the room, and no hint of softness enters them. Dougal is aware that the half-elf he is speaking to would cut him down without a thought if he had been commanded to by a superior. It is like looking into the eyes of a snake!
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Last edited by DebiRedHair; May 29th, 2022 at
05:21 AM
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Rhianne
Valeria d'Athos
#
54
May 29th, 2022, 08:06 AM
Lentil Sponge
Cleaner of the Royal Butt
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Gebeta Board
Silver (Grim): 13
Gold (Dougal): 17
Jade (Damien): 19
Dice
The House
:
2d20
6
,
1
Total =
7
Dice
Attack on Tarbin
:
d20+4
(
14
)+4
Total =
18
Dice
Non-Lethal Damage
:
d3-2
(
2
)-2
Total =
0
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55
May 29th, 2022, 08:41 AM
Lentil Sponge
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Kara, Tarbin & Vyegger
The crowd around the ring swells and swirls aggressively. The referee has a slightly disappointed, and slightly concerned, look as Kara makes her exit. Immediately, she is beset upon by a stumbling drunk couple. A human man, drool and beer around his chin, with his dearly beloved elven boyfriend struggling to stand up by his arm.
"You cost me four silver, cheatin' bitch!"
the human slurs, fist clenching.
"Go g-HICK-get her, hun!"
the elf hiccups, patting him on the chest, before looking somewhere near Kara's head.
"I know you cheated! I can detect magic!"
The human is about to throw a punch, when the halfling finally frees himself from the ring ropes. He leaps onto the man's shoulders, knocking him to the side, and uses him to propel himself in a crazed drop-kick onto Tarbin, sailing through the air with the skill and grace of a pig launched from a catapult. He managed to smack into Tarbin's head, but all he manages to achieve is bouncing limply off of him.
The referee has his brow knitted in concern, internally debating the merits of calling security, until Vyegger makes himself known. He's a little taken aback by the half-orc, and his eyes narrow.
"Valdik, is that..."
But then he stops and smiles.
"No, wait. Which one are you, the babysitter or the jailbird?"
Without waiting for an answer, he looks out to the crowd.
"You heard the man! Whoever gets him out of this ring before our next fighter turns up, they get two gold! Otherwise, he gets it!"
This turns most of the attention away from Kara and Tarbin. Sure, a bar-brawl's a bar-brawl, but there's money on the line! Quickly, there's a scramble to decide who is going to be in the ring, and both Kara and Tarbin are caught up in the shuffle and shoving of the crowd as they rush the ring. Eventually the strongest of them steps forward - a grim looking lizardfolk, multiple knife-wounds across his body. He grunts in Vyegger's direction as the referee smirks.
Grim & Damien
The three beetles rattle across the board, as the attendant rolls his own. All of them rattle across the board excitedly. The black bounces the furthest away, with the jade only slightly behind it. The silver and gold land in the same hole. And then one hole lights up a mystic red. The gold is faster than the silver and crawls towards it on spry legs that rattle mechanically. It gets closer... closer...
And the jade zips by.
"Jade wins,"
comes a cheerful chirrup from the attendant.
No prize comes Damien's way... save for a pair of slender arms slowly falling across his shoulders and a pair of full lips pressing against his cheek.
"As lucky as you are adorable,"
Sandraminae purrs. She slyly adjusts his glasses, just to make sure she hadn't knocked them askew.
"So how about we play with some real stakes? Maybe... whichever one of you wins... gets the keys to my room for thirty minutes?"
That's when, suddenly, an old man stumbles into the table. He almost knocks it over with the force of him crashing into it, stinking of beer and old clothes.
"You already know what I'm betting,"
he grunts. Sandraminae's eyes narrow, but he's already grabbed the Silver beetle and thrown it.
Dice
Old Man's Throw
:
4d6
2
,
3
,
2
,
3
Total =
10
Signe
When Signe had first arrived, she had seen the elf playing a wild, playful jig, and two strippers accompanying her. Then there was a halfling who joined them. Then those dancers left, and two gnomes introduced as sisters joined. Then there was more music.
And through it all, Signe played her own tune. At first, she took the music she heard as inspiration, adding to it. Making it more than it was. But her mind drifted away. It kept going back to the box, and the clenched hands all around it. The pools of blood. The stink. The rended flesh. So she played beautiful music to focus her mind away from it. Her eyes drifted and knitted shut as she made her lyre sing like a bird. The hands around the box. What could be so important about that box? What was so important as to need such cruelty to protect it?
"You play beautifully."
Those words shake Signe out of her reverie. She notices that the performance ended, and probably ended a while ago. When she looks at the stage she finds a wholly different elf playing a set of bongos. His hands are like lightning as he plays something that sounds almost tribal. The elven woman nods to Signe.
"My name's Trista. I was wondering if you're with that halfling - the one from the Cirque. If you wanted, you could join us for a jig or two?"
Kotram, Rashirr, Dougal & Finrod
Kotram and Rashirr are in the middle of a conversation, when there is a call and the slapping of hand on shoulder.
... one of those stinking Flame Lions is in here!
Then, briefly, the crowd becomes too loud to hear through, though both of them hear a
"The Company of Flame Lions is..."
A sudden slamming of a wooden tray on the bar in front of them. A dwarven woman with a terrible grimace on her face as she snaps to her husband.
"More of those pork-buns need heating up! Some barbarian ate the last one!"
So it is that they only just hear the end of the statement;
"... lily-livered..."
before the crowd becomes too loud to hear through once again.
Liana
Liana scans the crowd. Her eyes catch a large fight beginning to break out near the boxing ring, before it is quickly quelled. She spies the dwarf couple at the bar arguing over pork-buns. She notices Trista talking to some lyre-player in the burlesque corner. None of this is cause for concern, or makes the guards of the box flinch. None of the scant security even move.
An old man stumbles drunkenly towards the Gebeta boards. Towards the beautiful elf, and her friends Damien and Grim.
That makes the guards turn their heads.
One of them looks to a corner. An unspoken communication with some unseen official. The guards look to each other and share a shake of the head.
"No."
That's when, suddenly, parts of the crowd begin to shift and sway. As if an invisible force is ramming them from side to side. Briefly the crowd parts, and Liana sees a female kobold sitting on a male orc's shoulders, both holding thick truncheons. Their eyes are focused entirely on the Gebeta table, and they hold something dark.
Lentil Sponge
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#
56
May 29th, 2022, 09:19 AM
CatCanCook
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Liana cries out warning
Liana is befuddled at the sudden rush of events. Was someone actually invisible bull-rushing through the croud? Is someone charging the Gabeta table intent on violence? Are the guards allowing this -- or are they themselves caught off guard?
She blurts out a warning.
"Damian, Grim - watch out! Orc charging your table."
She adopted the stance of piercing rays, stood where she had line of sight on the Gabeta table, and withheld further action. If her friends or the Mermaid staff came under attack, she could unleash a barrage of crossbow bolts. But unless it was clearer what was going on, she could take no further action.
Puzzled she wonders:
What was that dark thing held by orc and kobold?
Spotting things keen eyed and making wise decisions on what she sees: those are not usually her forte. But her eyes are on-target.
Dice
Perception
:
1d20-2
(
19
)-2
Total =
17
Sucky stats vs the most important skill.
Last edited by CatCanCook; Jun 6th, 2022 at
08:16 AM
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#
57
May 29th, 2022, 05:40 PM
Dylan Scott
Great Wyrm
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Grims Big City Adventure
Having played the Long shot, the silver beetle, Grim hadn't been expecting to win so it came as no surprise that he didn't, he was pleased to see that his beetle had at least beaten the Black House beetle to the red spot on this occasion, a very unexpected and rare event he was sure and surprising proof that the house didn't cheat its patrons, at least at this time
His grin grew even bigger as Damien received his reward from Sandraminae for winning and he heard her enticing offer should they win another hand. he would be lying if he said he wouldn't be interested in spending time with the beautiful elven woman himself but she clearly had eyes for Damien at this point and who was he to stand in the way of a budding romance.
With a smile at the couple, Grim slides four golden crowns onto the table, two for the Silver Beetle and two for the Jade, once more offering the Jade Beetle to Damien
"On me my friend, it seems to have been lucky for you last time"
turning back to the table, he sees that a very drunk and very filthy old man has stumbled over and already scooped up and thrown the silver beetle, mumbling something about having already placed his wager. Sandraminae doesn't seem very pleased by the turn of events but its too professional to cause a scene now, though he can tell she is not happy with the prospect of this man getting the key to her room as promised.
With a scowl at the man, Grim slides his crowns over to the Golden Beetle instead and makes his
Dice
Golden Beetle Throw
:
7D4
4
,
4
,
4
,
1
,
2
,
1
,
1
Total =
17
throw
and waiting for the game to start and the random hole to light up, turning his attention to the Elven woman and meeting her gaze with a smile as he gives her a wink and makes a flickering motion with his right hand, the one furthest from the game board and out of sight of anyone watching the game such as the old man but obvious to Sandraminae. Grim is clearly using his magic on the board and when the game starts the already slow silver beetle seems to be struggling to run in a straight line towards the Red Hole, the other three unaffected.
At the warning from Liana, Grim is momentarily worried he has brought the wrath of the house down on himself for tampering with the game, even if it is clear to the Hostess he is doing it for her benefit but a few seconds of panicked thought make him realise that the extremely large Orc and the Kobold on his shoulders
Now there's something you don't see everyday
must have already been making their way to the table before he had hindered the silver beetle and there was no way for Sandraminae to have alerted them to his trickery so quickly.
He was however still going to be prepared if he was to be the intended focus of their wrath for some other reason and reached inside for his magic once more, preparing it, his blood starting to feel warmer and pulse stronger in his veins as his tapped into it ready, his eyes shifting once more, this time the colour remaining the same but his pupils shrinking to serpent like slits similar to Damien's own as his magical ancestry was called forth
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
use of prestidigitation to hamper the silver beetle with small subtle flicks of magic, attempting to knock it off course and possibly into the wrong hole as it passes
Bonus Action:
Reaction:
Prepare to use bloodline power if necessary when the Orc/Kobold team arrive at the Gebeta table
Other:
Stat Block
Kitwix Hillivi Grimzinta / Grim
Chaotic Good | Gnome - Traveller | Sorcerer - Mongrel Mage
HP:
5 |
AC:
11 |
Initiative:
+0 | Low-Light Vision
Passive Perception:
14 |
Speed:
20
STR
7 (-2) |
DEX
10 (+0)
| CON
8 (-1) |
INT
15 (+2) |
WIS
14 (+2) |
CHA
22 (+6)
Fortitude Save -1 | Reflex Save +0 | Will Save +2
Weapons:
Finesse, Thrown 10ft. +1 Attack (1 Damage, 19-20/x2)
Dagger (4)
|
Finesse, +1 Attack (1 Damage)
Brass Knuckles
Features and Abilities:
Common, Gnome, Sylvan, Elven, Dwarven, Halfling, Orc, Goblin, Draconic, Undercommon
Languages
|
Armor:
None
Weapons:
Simple/Finesse
Skills:
Acrobatics:+0, Appraise: +2, Bluff: +11, Climb:-2, Craft:+2, Diplomacy:+11, Disguise:+6, Escape Artist:+0, Fly:+0, Heal:+3, Intimidate:+6, Knowledge (Local):+6, Perception:+4, Perform:+6, Ride:+0, Sense Motive:+2, Stealth:+4, Survival:+2, Swim:-1
Proficiencies
Sorcerer Traits:
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Spellcasting
|
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Bloodline
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Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Cantrips
|
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Eschew Materials
| |
A mongrel mage is a sorcerer whose bloodline is so weak, or mixed with so many others, that her power isn’t clearly associated with any bloodline source. A mongrel mage’s bloodline powers can change on a daily basis, but always fall short of those of a full-blooded sorcerer’s powers. A mongrel mage is a dabbler in all bloodlines but a master of none, and she is looked down upon by true sorcerers
Mongrel Mage
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At 1st level, a mongrel mage has an innate pool of magical energy, known as her mongrel reservoir, that she can draw upon to activate her weakened bloodline. Her mongrel reservoir can hold an amount of magical energy equal to 3 + her sorcerer level. Each day when refreshing her spell slots, her mongrel reservoir is restored to full. The mongrel reservoir can never hold more points that the total mentioned above; points gained in excess of this maximum are lost.
Each day when she refreshes her spell slots, the mongrel mage selects one sorcerer bloodline. She must select an ordinary bloodline with this ability, not one altered by the wildblooded archetype or any other archetype. She gains this bloodline’s 1st-level bloodline power for that day, using it as if she were only a 1st-level sorcerer. (If this ability is used to gain an arcane bond and the bonded item is selected, she can use the item only to cast a 1st-level spell known, as she counts as only a 1st-level sorcerer.) A mongrel mage can have only one bloodline selected at a time.
As a swift action, she can expend 1 point from her mongrel reservoir to activate that bloodline, allowing her to use its 1st-level bloodline powers as well as its bloodline arcana at her full sorcerer level, including using a bonded item from an arcane bond. This lasts for a number of rounds equal to her Charisma modifier (minimum 1)
Mongrel Reservoir (4)
Current Chosen Bloodline & Ability:
At 1st level, you can cloak yourself in illusory magic as a standard action, making you invisible (as per invisibility) for a number of rounds per day equal to your sorcerer level + your Charisma bonus (if any).
These rounds need not be used consecutively
Naga - Vanishing (7 rounds)
Character Feats:
Visiting so many large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you
Worldly Traveller
Gnome Traits:
Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Small Size
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Gnomes have a base speed of 20 feet
Slow Speed
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Gnomes can see twice as far as humans in conditions of dim light
Low-Light Vision
Gnomes receive a +2 racial bonus on Perception checks
Keen Senses
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Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill
Gift of Tongues
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Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s level
Magical Linguistics
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The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.
Fey Magic - Urban
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Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check.
Sound Mimicry
Character Traits:
For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.
Naturally Gifted
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When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.
Etymologist
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A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.
Entomophobe
Background:
You have sailed the seas your whole life. Sometimes as a merchant. Sometimes as a corsair. Of course, with the number of coasts you have been on, you have caught many a disease, and are now very hardy.
You actually came to Julianople to meet a physician who wanted to study you, but then they never showed up at the meeting spot.
In a new land with no currency, you sniffed out a job with plenty of gold to be made.
Benefit: Choose two out of Climb, Swim, Heal or Appraise. You gain +1 to these, and these are class skills.
In addition, all DCs for saving throws vs Diseases are halved
Sea-dog
Spellcasting:
Charisma |
Save DC:
Cantrip 16, 1st Level 17
Sorcerer Spells
Daily Usage - Cantrips:
Unlimited
First:
5 (3 Base + 2 Cha Bonus)
Cantrips:
Casting Time: 1 Standard action
Range/Area: 10 ft
Components: V,S
Duration: Upto 1 Hour
Prestidigitations are minor tricks that novice spellcasters use for practice.
Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour.
The effects are minor and have severe limitations.
A prestidigitation can slowly lift 1 pound of material.
It can color, clean, or soil items in a 1-foot cube each round.
It can chill, warm, or flavor 1 pound of nonliving material.
It cannot deal damage or affect the concentration of spellcasters.
Prestidigitation can create small objects, but they look crude and artificial.
The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components.
Finally, prestidigitation lacks the power to duplicate any other spell effects.
Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Prestidigitation
|
Casting Time: 10 Minutes
Range/Area: 10 ft
Components: V,S
Target: One object upto 1lb per level
Duration: Instantaneous
Save: Will Negates (Harmless, Object)
Spell Resistance: Yes (Harmless, Object)
This spell repairs damaged objects, restoring 1d4 hit points to the object.
If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points.
All of the pieces of an object must be present for this spell to function.
Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object.
Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities.
This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Mending
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Casting Time: 1 Standard action
Range/Area: 5 ft
Components: V, S
Target: One or More Written objects
Duration: Concentration, Upto 1 Minute/Level
Saving Throw: Will (Harmless, Object)
Spell Resistance: Yes (Object)
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another.
The quill copies a written work at the rate of one normal-sized page per minute.
The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster.
You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required.
The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.
This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.
Scrivener's Chant
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Casting Time: 1 Standard action
Range/Area: Close (25ft +5ft/2 Levels)
Components: V,S
Target: One Nonmagical, unattended object weighing upto 5lbs
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance.
As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Mage Hand
First Level:
Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 1 Hr/Level
If a creature within 100 feet that you can see is speaking a language you understand, you can read its lips with perfect accuracy.
Reading lips in this manner gives the exact wording of conversation and does not assist in deciphering any obfuscated ideas such as secret messages or slang.
Reading lips requires moderate concentration, and you take a –4 penalty on other Perception checks while doing so.
Speechreader's Sight
|
Casting Time: 1 Round
Range: Medium (100 ft + 10ft/level)
Area: One or more Living Creatures within 1 10ft radius burst
Components: V, S
Duration: 1 Minute/Level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures.
Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell's point of origin are affected first.
HD that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless.
Slapping or wounding awakens an affected creature, but normal noise does not.
Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.
Sleep
Magical Linguistics Spells
Daily Usage -
Once per Day Each
Cantrips:
Casting Time: 1 Standard action
Range/Area: Touch
Effect: One personal rune or mark, all of which must fit within 1sq.ft
Components: V,S
Duration: Permanent
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.
The writing can be visible or invisible.
An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed.
If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark.
A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).
Arcane Mark
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Casting Time: 1 standard action
Range/Area: Medium (100ft +10ft/level)
Target: One creature/level
Components: V, S
Duration: 10 Minutes/level
You can whisper messages and receive whispered replies.
Those nearby can hear these messages with a DC 25 Perception check.
You point your finger at each creature you want to receive the message.
When you whisper, the whispered message is audible to all targeted creatures within range.
Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell.
The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range.
The creatures that receive the message can whisper a reply that you hear.
The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.
Message
|
Casting Time: 1 standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.
This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.
Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
You can read at the rate of one page (250 words) per minute.
The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read Magic
First Level:
Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V, S
Duration: 10 Minutes/Level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
The ability to read does not necessarily impart insight into the material, merely its literal meaning.
The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute.
Magical writing cannot be read, though the spell reveals that it is magical.
This spell can be foiled by certain warding magic (such as the secret page and illusory script spells).
It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend Languages
Fey Magic - Urban
Daily Usage -
Once per Day Each
Cantrips:
Casting Time: 1 standard action
Range/Area: Close (25ft +5ft/2 levels)
Target: One Fine Object
Components: V,S
Duration: Instantaneous
Saving Throw: Fortitude Negates (Object)
Spell Resistance: Yes (Object)
You can make an unattended Fine flammable object catch on fire.
This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
Spark
|
Casting Time: 1 standard action
Range/Area: Touch
Target: Object Touched
Components: V
Duration: 10 Minutes/Level
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light).
In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time.
If you cast this spell while another casting is still in effect, the previous casting is dispelled.
If you make this spell permanent (through permanency or a similar effect), it does not count against this limit.
Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Light
|
Casting Time: 1 standard action
Range/Area: Touch
Target: Creature Touched
Components: V,S
Duration: 1 Minute or until discharged
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
You imbue the subject with divine diplomacy skills.
The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check.
It must choose to use the bonus before making the roll to which it applies.
Enhanced Diplomacy
First Level:
Casting Time: 1 Full Round action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/Level
Upon casting this spell, you are able to gain knowledge from the land itself.
As you walk through the terrain, it whisper information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information.
This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in.
If you are within an urban environment, you gain the bonus on Knowledge (local) checks
Whispering Lore - Urban
Dylan Scott
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Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
58
May 30th, 2022, 04:09 AM
Alatere
Crazy Kobold
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Last Visit: Sep 17th, 2023
RPXP: 9775
Posts: 12,354
Tarbin Haldar
Tarbin offered Kara a slight bow as she exited the ring he had not been truly suggesting that the halfling fight
her
as she seemed capable of giving the inebriated hin a serious beat down without much effort and if all he had wanted was to give the halfling a beating then he could have quite simply done that himself. Still from what he had caught of her and the way she had moved if she had been content to merely dodge and let the little man take out all his frustrations while to trying to attack but failing to land a single blow then that may have served it's purpose.
"I thankyou kindly for your thoughtfulness miss..."
Tarbin replied.
"But I know myself well enough not to be overly concerned by the insults off others..."
Tarbin replied.
"Particularly words from those who have had too much to drink..."
Tarbin added quietly.
As if his words had been some kind of prophecy two of the more heavily inebriated took objection to Kara's exit and made their objections rather blatantly clear for all to hear.
"Now if you do be begin' my pardon sir but I do not believe that is any way to speak to a lady..."
Tarbin interjected.
"I doubt very much you would like it if some one spoke to your sister or your mother that way..."
the deceptively large man declared with a disapproving look.
Just as Tarbin thought he would have to break up the second fight in just as many minutes the almost forgotten halfling launched himself out of the ring and sent the drunk man sprawling as he used him as a spring board. Tarbin then blinked in surprise at the sight of a halfling flying towards him.
Tarbin actually ended up taking half a step back as the small form of the halfing collided with him but as far as projectiles went Tarbin had been hit with ones that were a lot harder.. or the very least sharper before. The halfling as it seemed had also not considered a landing strategy either and ended up hitting the floor with a rather loud thud and did not get up.
"Bold... with a little bit of training and a lot less alcohol in the system he might actually have been dangerous..."
Tarbin commented before reaching up and adjusting his jaw slightly after the impact.
During the distraction someone had apparently entered the ring and issued a challenge to the masses that had drawn a fair amount of attention. Suddenly there was a stampede rushing towards the ring side and a tidal wave of feet were suddenly threatening to crush the prone halfling underfoot.
"By the three sisters..."
Tarbin cursed as he spun round and planted himself infront of the prone halfling. As the crowd surged forwards the simple farmer shouldered the first man to charge his way out of the way with a surprising amount of force causing him to stumble back, Tarbin then repeated the act with a second and a third parting the crowd like a rock at the sea's edge. The next man to charge his way did so with a little more force and the look in the man's eyes gave the impression that he was more looking for a fight than he truly was trying to make it to the rings edge. Deciding to oblige the man Tarbin suddenly dropped down and bending low he caught the charging man by the midsection capturing him in an iron grip that was forged in the fields surrounding Julianople and then refined in the arena. Suddenly straightening up with an explosive amount of force Tarbin hurled the man straight over his shoulder and clear of the halfling. The man crashed down in a sprawl of limbs and finally Tarbin was given the space he desired.
"Now if you would kindly be giving me a moment..."
Tarbin declared as he held up one large palm to the crowd. Tarbin then bent down and quickly threw the unconscious halfing over his shoulder. Tarbin then grabbed one foot of the man he had just thrown and one foot of the bowled over drunk and slowly began to drag both of them out of the crowd.
"I would put each of them in a bed to sleep it off but I am guessing in a place like this that would cost more than I could afford..."
Tarbin declared to no one in particular as he lined up the three drunks in an out of the way spot. Tarbin then quickly gave the three a once over to make sure that none of them had sustained any serious injuries that would need to be treated immediately.
Last edited by Alatere; May 30th, 2022 at
07:05 AM
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Alatere
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William Fletcher
#
59
May 31st, 2022, 01:44 AM
Optional Reality
Juvenile Dragon
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Last Visit: Sep 12th, 2022
RPXP: 298
Posts: 49
Signe Fairhair
Startled out of her music at the elf-woman's complement and the realization of exactly how deeply she'd let herself get caught up in her own performance, Signe felt her cheeks flush despite herself.
"Trista is a lovely name,"
she replied, trying to smooth over her inattentiveness. And trying to bury her own misgivings about this place as well.
"I'm Signe, and I'm humbled, truly. This--"
she gestured to her instrument, and then to the crowds and general surroundings,
"is all very different from the
performances
I'm accustomed to giving. But if my strings lifted spirits, aided others in
their
art... and brought me a new friend today, what more could I ask of them?"
She smiled brightly.
And then Signe paused for a moment, her focus returning to the here and now, and catching up with the rest of what Trista had said.
"Halfling?"
she shook her head.
"I don't believe I know a halfling. Not
here
, in any case. Are they someone worth meeting, do you think?"
She chuckled brightly, both at her own question and at a bit of self-realization.
"Because, well, while I'd most certainly love to accept
your
offer, it's with no small embarrassment that I admit -- I've never learned to dance!"
__________________
Player pronouns: they/them, please.
Character pronouns will vary!
Optional Reality
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#
60
May 31st, 2022, 07:53 AM
Touketsu
Mysterious Ice Ninja
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Last Visit: Sep 21st, 2023
RPXP: 12149
Posts: 5,686
Damien
"Hmmhmm."
Damien quietly chuckled to himself.
"”Beginner’s Luck”, as they say."
He leaned into the gorgeous elf slightly as she planted a kiss on his cheek, tossing a wink her way as he relished the small victory. Game of chance or no, it felt good to have a gorgeous woman of authority at his arm; in a way, it was validating. Dare he push his luck and risk a loss for the chance at something even greater though?
As the vishkanya was considering things, Grim surprised him by putting up the crowns, handing him the piece. With a wide smile, Damien reached down and accepted the jade piece from the gnome, bowing his head.
"Grim, Griiiim. You're far too kind. I owe you a drink after this."
Damien glanced over at the fair Sandraminae for a moment before returning his attention to Grim.
"... though depending on how this goes, I might owe you far more than that."
With a grin and a pat on his comrade's shoulder, Damien prepared for his second toss... when suddenly, they were interrupted by an old drunkard who barged his way into the wager, snatching up the silver beetle and tossing it with all the grace of a blind, confused bull. Grim seemed willing to turn the other cheek, but Damien was less willing to accept the disrespect shown to the gnome, not to mention to himself and their lovely elf hostess.
"You seem to have gotten a little ahead of yourself friend... that was this man's beetle."
Damien gestured to Grim, looking down at the drunkard.
"I'm sure it was an accident. That you'd be happy to make up for it. So why don't you-"
The vishkanya stopped mid-sentence as Liana's warning reaches his ears. Looking across the room, his eyes narrowed. What now...? Sighing, the man
Dice
Roll
:
3d10
2
,
7
,
7
Total =
16
tossed his jade beetle to the table without looking
as he slipped the hand into his pocket, bringing the other hand up slightly as he vaguely pointed it in the direction of the charging duo.
Roll & Actions
Readied Action:
If either the orc or the kobold swings their weapon at Damien, Grim, or Sandraminae, Damien will immediately cast
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Grease
on that person's weapon. (Reflex Save, DC 16, to avoid dropping it).
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