Session 1: A Simple Job

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Feb 16, 2016 5:45 am
A flurry of arrows whiz past your heads. The hallway you had just come from is starting to fill with smoke. You're all in front of a metal door leading to the room containing what you're here to retrieve. There's no way to see into it, and it's locked.

Mouse- Which of your contacts told you about this job?

Rurgosh the Wise- Who is trying to kill you?

Reszket- What are you here to retrieve?

Azarx- How did Mouse and the others convince you to join them?


...What do you do?
Feb 16, 2016 12:02 pm
"Kruf!", Mouse curses in halfling as another arrow whizzes by, "If we get outta' this alive remind me to have some stern words with Gibbnar the Great. I knew I shoulda' taken my fathers age old advice. Never trust a wizard you meet in a bar."

As he approaches the metal door he slides in front of it and skillfully flips out his lock pick tools.

"All I have to say is this better be worth it", he mutters as he goes to work trying to pop open the lock.
OOC:
Gibbnar The Great or Gibbnar The "Great" is a drunken wizard I met in the tavern. Not my most reliable contact, but sometimes he can actually earn his moniker. Usually when he is sober.

Also doing a thief move that ended in partial success.
Last edited February 16, 2016 12:15 pm

Rolls

Trick of the Trade (Thief Move) - (2d6+2)

(25) + 2 = 9

Feb 16, 2016 12:59 pm
"Aye it better Mouse... or Gibbnar will have a new nick name... 'the Fingerless'." Rurgosh threatened, "Didn't expect guards to shoot inside, bows no less..." the dwarf added shaking his head and he hunkered down behind his shield. Oddly enough it was easy to get in from the secreted passage. Seeing a patrol and Mouse's quick thinking they'd ducked into a room to get out of sight, no one expected it to be the barracks for the guards. Rurgosh wasn't sure who was more surprised but they'd been running for a bit.

"Bit of flame to some pulled down tapestry and a little something that burn the eyes when on fire won't keep their aim off for long. We need in now... unless they're just prepping a defense for something that might come out." he yammered on gruffly, "What are we even here for again?" he added going into typical full curmudgeon dwarf mode.
OOC:
Had to look up what I roll - Going to use Defend Move
Last edited February 16, 2016 1:15 pm

Rolls

Defend (Roll+Con) - (2d6+1)

(25) + 1 = 8

Feb 16, 2016 1:04 pm
Mouse- this is an especially tricky lock. If it has been anyone else, they wouldn't have been able to pick it. But you're a pro, you've got this! Thing is, you're short on time. You can either do a rush job, breaking the lock entirely, or take your time to do it right, leaving yourself vulnerable to possible attacks.

What do you do?
Feb 16, 2016 1:26 pm
"Arg, c'mon you piece of kraz", Mouse says through gritted teeth. He strains against the door which seems to be a bit stuck. He gives his picking tool one last pull to the side with a strain and hears the door unlock with a satisfying thunk. He looks back to the lock and realizes that tool is now bent at an odd angle and won't be leaving that lock anytime soon.

"It's open", he calls to the rest, "Better be quick though, this lock is busted."
Last edited February 16, 2016 1:40 pm
Feb 16, 2016 11:56 pm
"What does a drunken wizard want with a helm?" Reszket queries Mouse, although she doesn't really expect a response under the current circumstances. "And why this particular helm?" she continues her one sided conversation while attempting to avoid arrows, "It's not even magical!!!"

She ducks in behind Rurgosh, hoping to gain a little cover from the cleric's shield and roll her eyes "Would have been easier to pool our gold and buy the damned fool one from the the armory."

Hearing that Mouse has found success with the lock Reszket yells, "Let's move!" and heads for the door.
OOC:
Going to have her make a Defy Danger move to duck arrows (and because I like rolling dice).

Rolls

Defy Danger (Ducking arrows) - (2d6+2)

(41) + 2 = 7

Feb 17, 2016 12:53 am
Mouse tries to wrack his brain for anything about this helmet he can remember. It was hard to understand the wizard's speech with all of the ale.
OOC:
Trying to Spout Lore on whatever I may remember about this helmet we are seeking.
Last edited February 17, 2016 12:54 am

Rolls

Spout Lore (the helm) - (2d6)

(21) = 3

Feb 17, 2016 5:58 am
Mouse, you know that it's really old, and made from a metal known to have peculiar properties. You don't remember much else, except... didn't the wizard say something about "Once it is in your possession, do not under any circumstances do"... What was it again? As you are standing there wracking your brain, more shouts and running can be heard echoing in the distance.

Reszket, you are fast. As the arrows fly in your direction, you can either dodge out of the way (ensuring they hit another member of the party) or choose to stay where you are (roll 1d6+1 damage) and take +1 forward to return fire, providing cover for the group still standing in front of the open door.

What do you do?
Feb 17, 2016 5:59 am
Azarx stares silently down at Mouse as he works the lock. An arrow flies dangerously close to his head, but the elf just stands there, silently, not flinching a muscle. "..." He then nods at Mouse when he finally gets the door unjammed, "Great Timing". Whether Azarx was being sarcastic or serious is hard to make out.
OOC:
It was Reszket who convinced Azarx to join, after saving his life in a battle (hence the bond). Azarx agreed because Reszket also reminds him of the girl he left behind in the north. His longing to go back to whence he came is enormous. But how can, when I am banished.
Feb 17, 2016 11:49 am
Mouse is the first one to slip into the room. "I think he said it was really old and made out of something special. It's a little fuzzy. We were both drinkin' quite a bit", he says as he tries to get a good look around the new room.
OOC:
Attempting to discern realities on this room. With an 11 I get three questions, here they are:

• What should I be on the lookout for?
• What here is useful or valuable to me?
• What here is not what it appears to be?
Last edited February 17, 2016 11:50 am

Rolls

Discern Realities (the room) - (2d6)

(56) = 11

Feb 17, 2016 10:44 pm
Taking up rear-guard just outside of the door Reszket urges the others to get into the room before any of the incoming arrows find a target. As she turns to follow the others her luck runs out and the blade of an arrow tears into her thigh. Despite her injury years of experience kick in and with a single fluid motion her bow is in her left hand and an arrow is in flight. Without waiting to see what will come of her attack she hobbles through the door, closing it behind her.

"That was closer than it needed to be!"
OOC:
Res will fire back using her 'Called Shot' - aiming for one of the attackers' legs - using the +1 forward from above

Legs
- 10+: As 7-9, plus your damage
- 7-9: They're hobbled and slow moving.

Rolls

Arrow Damage - (1d6+1)

(2) + 1 = 3

Res' Attack, Damage - (2d6+3, 1d8)

2d6+3 : (51) + 3 = 9

1d8 : (5) = 5

Feb 18, 2016 12:38 am
The dwarf of the group weighs into the room with the rest, Mouse's talk of a mysterious helm with secrets does entice him, he remembers how the wee one talking him into this. "Oh the helm or your memory is fuzzy?" Rurgosh asked in all seriousness. He didn't mind such things personally if it was a fuzzy helm.
Feb 18, 2016 1:05 am
As Mouse scans the room he calls back over his shoulder to Rurgosh, "Yeah, the helmet is fuzzy, and pink, and it flies around on eagle's wings." he turns to give the dwarf a look but honestly can't tell if the sarcasm registers.

He lets out a sigh. No, as far as I can tell it's made out of regular helmet type stuff", he says, turning back to his scan of the room.
Feb 18, 2016 4:18 am
Azarx nods when Rurgosh mentions the fuzzy helmet. "Sounds familiar, perhaps it was made from the hide of one of the great hunting gerbils of the north." He does not say anything after that and quietly thinks to himself of the frozen north and his lover still there...
Feb 18, 2016 6:17 am
Mouse,you step into the room and the first thing you notice is that it is much larger than you expected it to be, and bright. Blindingly bright like the light of 2 suns, concentrated into one place.

The helm is in the center of the room. It looks like what a young foot soldier would wear just out of basic training. If you saw it in a pile of scraps you'd likely bypass it for something more worthy of your attention. But each moment, when you strain to get a glimpse of it past the light (which originates directly above the platform upon which the helm rests), you could swear that it's watching you. Like it's waiting for you to do something. Maybe it's just your imagination.

As you inspect the floor, you see minute traces of dust that follows a specific, winding path to the helm. The rest of the floor space is undisturbed. You quickly realize that there is some sort of pressure-release trap on the floor. Stepping in the wrong place will set it off.

You also find a key on the ground a few feet from the helm. It's small, made from a fine material and embedded with an opalescent gem.

You hear additional shouts of "Fire!" and the sound of scraping against stone floors. A thin trail of smoke has made its way into the room.

Resket, you hear an impact and a voice crying out, followed by a string of elvish curses. Whoever you hit, they're pissed.

What is everyone doing?
Feb 18, 2016 6:36 am
I call out to the others, "We gots a trap! Careful where you step. Stay by the door, I'm going to get the helmet."

Shielding my eyes from the bright light above I nimbly defy danger by trying to follow the winding path through the room. Trying to pick up the key along the way.
OOC:
Is the key along the clear path to the helmet? If so I want to scoop that up, if only for the gem it contains.
Last edited February 18, 2016 6:39 am

Rolls

Defy Danger (Dex) - (2d6+2)

(63) + 2 = 11

Feb 18, 2016 1:57 pm
"We'll need to hold that doorway. Lets give him time to do what he needs." Rurgosh states moving to one side of the doorway and waits for the guards with hammer and shield out, "Worse case I'll give them something to fear..." he adds once in position his face getting dark.

Rolls

Defy Danger (Wis) - (2d6+2)

(54) + 2 = 11

Feb 18, 2016 10:44 pm
Throwing her bow over her shoulder Reszket quickly checks her wounded leg and discovers that the damage is merely superficial. "Looks like I'll live." she mutters to Rurgosh before joining him in defending the doorway. Spear in hand she glances back at Mouse to check his progress, "Sooner would be better than later, my friend..."
OOC:
I'm going to Aid Rurgosh in defending the room.

Rolls

Aid - (2d6+1)

(22) + 1 = 5

Feb 22, 2016 4:58 am
Reszket, you've barely finished speaking before you see two elven swordsman rush towards you from the direction you came. One has silvery hair in long braids while the other has a brown hair coif that seems to be styled similarly to the Baron himself.

Azarx- you've come across the brown-haired elven man before. How do you know him?

From the opposite side of the hall, the 3 archers (1 human male, 1 human female, and 1 halfling female), now out of arrows, have dropped their bows and pulled out short and long swords and are coming towards the door.

Reszket and Rurgosh- the doorway can just barely fit the 2 of you, but it's a tight squeeze. Are you attempting to block the way? Who's standing where?
OOC:
When you stand in defense of a person, item, or location under attack, roll+Con. On a 10+, hold 3. On a 7–9, hold 1. So long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:
▶ Redirect an attack from the thing you defend to yourself
▶ Halve the attack’s effect or damage
▶ Open up the attacker to an ally giving that ally +1 forward against the attacker
▶ Deal damage to the attacker equal to your level
OOC:
Also, you typically roll Defy Danger when you're putting yourself in a dangerous situation such as stepping into melee with another character to make an attack, or dodging arrows in order to grab an item without getting hit. If you're not sure what to roll, describe your action in detail and I'll let you know which roll will work best for that action.
Feb 22, 2016 2:18 pm
OOC:
Well I was going to just wait for someone to walk in I didn't like and bust their kneecaps in... XD Too much? Guess I'm on the right if we're blocking the doorway? Good thing elves are slim since I'm a bit stout
"I spy three younglings this way!" Rurgosh barks, "Come girl, those kneecaps won't break themselves." he advises with a wicked smile forming on his face as he licks his lips. Spinning his hammer it danced in his hand spinning from the flat side to the curved spike.
Last edited February 22, 2016 2:20 pm

Rolls

Defense - (2d6+1)

(55) + 1 = 11

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