At various points during the interchange, Iasu can be heard murmuring to Elam in Otessite. If one had to guess, it sounds as if he is continuously verifying for Elam whether Bryn's translation from Yuoric to Heshbaan and back is accurate.
Episode 2
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Oct 21, 2018 3:45 pm
Downstairs in the basement
At various points during the interchange, Iasu can be heard murmuring to Elam in Otessite. If one had to guess, it sounds as if he is continuously verifying for Elam whether Bryn's translation from Yuoric to Heshbaan and back is accurate.
At various points during the interchange, Iasu can be heard murmuring to Elam in Otessite. If one had to guess, it sounds as if he is continuously verifying for Elam whether Bryn's translation from Yuoric to Heshbaan and back is accurate.
Oct 21, 2018 4:50 pm
Ahri eyed the young man up and down. In a heartbeat, his face makes a subtle shift. One would have to be looking for it to notice, but the red headed young man took on a slightly straighter posture and a glint entered his eye that hadn't been there before his captor called him "nobleman".
He slowly moves his feet one after the other in a clear act of compliance. His movement calculated to portray obedience and a lack of threat. His voice however, "I'm not to act as an antagonist, eh? You have an interesting manner of treating your friends, then."
As he shuffles past, he sizes up his captor's physical stature and manner of dress. When the man had originally addressed him, Ahri was set upon understanding his motivation and character. Now he needed to discern his abilities if he was to have any hope of coming up with a reasonable plan.
Feigning weaknes, he trips and stumbles lightly into the man.
He slowly moves his feet one after the other in a clear act of compliance. His movement calculated to portray obedience and a lack of threat. His voice however, "I'm not to act as an antagonist, eh? You have an interesting manner of treating your friends, then."
As he shuffles past, he sizes up his captor's physical stature and manner of dress. When the man had originally addressed him, Ahri was set upon understanding his motivation and character. Now he needed to discern his abilities if he was to have any hope of coming up with a reasonable plan.
Feigning weaknes, he trips and stumbles lightly into the man.
OOC:
Ahri isn't trying to attack or beguile. He simply wants to see how the guy reacts. Does he let him fall or catch him? If he catches him, Ahri wants to use that to gauge his strength and reflexes.Last edited October 22, 2018 12:24 am
Oct 21, 2018 7:20 pm
DMJ says:
UpstairsOff in the distance, coming from the rooms to the west, Maeriks hears shouts. And also, he is sure of it, dogs barking.
And then yelping.
It seems like the sound of a struggle, but it is very faint.
Maeriks sees only darkness after the edge of his torch light. Shadows fill the edges of the larger room to the west.
"I'm awake now. I come my friends!"
He sets off in the direction of the sounds. Moving as fast as he can drive his wracked body, glaive leading the way.
Oct 21, 2018 9:17 pm
Notes on Exhaustion:
All PCs previously suffering from the effects of the trap room have recovered from Exhaustion.
Maeriks moves from 3 Levels of Exhaustion up to 2 Levels of Exhaustion. His supernatural healing, even if unbeknown to him, defies the laws of nature.
All PCs previously suffering from the effects of the trap room have recovered from Exhaustion.
Maeriks moves from 3 Levels of Exhaustion up to 2 Levels of Exhaustion. His supernatural healing, even if unbeknown to him, defies the laws of nature.
Oct 21, 2018 9:31 pm
Downstairs in the basement halls...
When Ahri falls forward Akkeen moves back to give some distance. The young robed man side steps and stands alert, repositioning so that the open caged door is a partial shielding between himself and Ahari. The tattooed man glares at Ahri with a questioning look.
"Stand up now," he says. "You are not so clumsy, swordsman. We know something of you."
When Ahri falls forward Akkeen moves back to give some distance. The young robed man side steps and stands alert, repositioning so that the open caged door is a partial shielding between himself and Ahari. The tattooed man glares at Ahri with a questioning look.
"Stand up now," he says. "You are not so clumsy, swordsman. We know something of you."
Oct 21, 2018 9:35 pm
"Yes. Stand straight, Ahri ka Shalim," the voice says from down the hall.
Adar-Malic, the other twin, emerges from the shadows. He is holding a strange bow of some sort, mounted on a straight plank of wood. Ahri can see that the bowstring is pulled back taunt and an oversized arrow is trained right at his chest. It would be hard to miss at this range if that contraption worked.
"Do not toy," Adar-Malic says in his quiet voice "You will be released soon unless you give reason to be slain instead."
Adar-Malic, the other twin, emerges from the shadows. He is holding a strange bow of some sort, mounted on a straight plank of wood. Ahri can see that the bowstring is pulled back taunt and an oversized arrow is trained right at his chest. It would be hard to miss at this range if that contraption worked.
"Do not toy," Adar-Malic says in his quiet voice "You will be released soon unless you give reason to be slain instead."
Oct 21, 2018 9:42 pm
Akkeen and Adar-Malic direct Ahri down the hall, around a few turns. Ahris sees the one called Elam, the leader ahead. And also the medicine man. Ahri is not sure of his name.
They are talking to another group that is behind a caged door.
The twins direct him forward, past Elam and the other man, and up to the cage gate.
Akkeen points to the men on the other side. There are three of them. They are clearly northerners. One is speaking Yuoric. The other is translating to Heshbaan.
"Do you know these Yuorics and the Dannein?" Akkeen asks quietly, standing behind Ahri and speaking into his ear. "Answer truthfully and know that I will perceive if you are dishonest. Are you working along with these men? These...raiders?"
They are talking to another group that is behind a caged door.
The twins direct him forward, past Elam and the other man, and up to the cage gate.
Akkeen points to the men on the other side. There are three of them. They are clearly northerners. One is speaking Yuoric. The other is translating to Heshbaan.
"Do you know these Yuorics and the Dannein?" Akkeen asks quietly, standing behind Ahri and speaking into his ear. "Answer truthfully and know that I will perceive if you are dishonest. Are you working along with these men? These...raiders?"
Oct 21, 2018 11:06 pm
Ahri rights himself and stands tall. Holding his manacled hands out as if to place them on display, "I do beg your pardon, but I'm not quite my normal self at the moment." Dropping his hands in front of him and moving toward the hall as ordered, he adds, "And far be it from me, master bowman, to toy. You'll understand if I don't quite comprehend what is going on. If cooperation will loose my bonds, then I'll be happy to do so."
"I'm relieved to find you know things about me, though I'd caution you against believing everything you're told. I've found, in my many years, that some few people in the world have the audacity to be dishonest." He continues down the hall making slow, measured, predictable movements.
"I'm relieved to find you know things about me, though I'd caution you against believing everything you're told. I've found, in my many years, that some few people in the world have the audacity to be dishonest." He continues down the hall making slow, measured, predictable movements.
Last edited October 22, 2018 12:26 am
Oct 21, 2018 11:14 pm
Ahri casts quick yet practiced glances over every man in the room as he's ushered to the cage. Pondering how to answer, he pauses, feels the hot breath of his captor on his neck as the man behind him makes the situation crystal clear. In a steady, somber tone he answers, "I work alone...when I'm working. These men and their purpose is not known to me."
Last edited October 22, 2018 12:27 am
Oct 22, 2018 12:13 am
OOC:
Good shit, Players' Club. I can picture these scenes coming together like it's happening in a movie on the big screen. New characters and old are live.I've done all I can for the weekend. Starting tomorrow I'm on work travel for the week. I think it will mean I have really open time in the mornings and evenings, but I'm not 100% sure about that yet. Also I'll be on US West Coast time zone, so a bit different on the pattern likely.
Keep anything coming that you have. I'll hopefully be on tomorrow (Monday) to see what happens with Maeriks and maybe see how the Kray-&-Bryn-meet-Elam talk-through is going.
J
Oct 22, 2018 8:46 am
As Maeriks starts to get a better sense of the combat he approaches and his adrenalin rises, he begins to mutter to himself "I am the bull. I am the Norach. I am the bull. I am the Norach. I am the bull. I am the Norach..." A mantra he developed during the winter war against the Nolgulors.
Casting Guidance on self.
Norach Maeriks Mac Mahan Mac Hannoc ✎

Vitals
Proficiency Bonus: +3
AC: 12 (12 Hide +2 DEX +0 proficiency)
HP: 17/63
Temp HP: 0
Initiative: +2
Status Effects:
Zero HP State (ZHP)
Exhaustion 1 Disadvantage on ability checks (from ZHP)
Exhaustion 2 Speed halved (from ZHP)
Death Saves: +3/-1
Hit Dice: 2/2 Druid, 5/5 Fighter
Weapons and Armor
Equipped
Armor: Hide (12)
Both Hands: Glaive / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d10+4) / Heavy, Two-handed, slashing
Carrying lit torch in one hand and glaive in the other. Will drop torch if necessary to wiled glaive.
"Reave" War Club
Carried
-- Glaive / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d10+4) / Heavy, Two-handed, Reach, slashing
-- Maul "Reave" / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
-- Dagger / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
-- Javelin x 3 / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
-- torches (x3)
-- small bag of fire starting material (dry shavings, lichen)
-- small bag holding rations (x1 ration)
-- waterskin
Tactics
Refresh rest times noted in parentheses
Action Surge: 1/1 (short rest)
Second Wind: 0/1 (short rest) (bonus)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1: 1/3 (long rest)
---AB: +7, Save DC 14
Barbaric Justice:
---Must be acting on specific tenets of the Barbaric Code of Honor
---Roll with advantage (STR, CON, Some WIS, Attack, Damage): 1/1 (day)
---Add additional damage die on critical hit
Wild Shape: 2/2 (short rest)
---Dannien Longhorn Bull (Stats as brown bear )
---Multiattack. The bull makes two attacks: one with its horns and one with its hoves.
---Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
---Trample. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
---HP: 34, AC: 11
---The standard transformation time is 30 minutes to get into Wild Shape form and 5 minutes to revert back to normal.
---Fast transformation time is two turns (12 seconds) Wild Shape form and 1 turn (6 seconds) to revert. Requires DC 10 CON save or suffer 1 level of Exhaustion for 1 minute. Regardless of the result of that save, duration of the Wild Shape form will be half the normal time (1/2 hour at 2nd Level). Upon transforming back to normal after a fast transformation, the character will suffer 2 levels of Exhaustion for 5 minutes.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: +1
Wisdom: +7
Charisma:-1
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Polearm Master: Opportunity atk enemies coming in range. Bonus atk with offhand.
Extra Attack: Attack 2x
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
Casting Guidance on self.
[ +- ] Norach Maeriks Mac Mahan Mac Hannoc
Norach Maeriks Mac Mahan Mac Hannoc ✎

Vitals
Proficiency Bonus: +3
AC: 12 (12 Hide +2 DEX +0 proficiency)
HP: 17/63
Temp HP: 0
Initiative: +2
Status Effects:
Zero HP State (ZHP)
Exhaustion 1 Disadvantage on ability checks (from ZHP)
Exhaustion 2 Speed halved (from ZHP)
Death Saves: +3/-1
Hit Dice: 2/2 Druid, 5/5 Fighter
Weapons and Armor
Equipped
Armor: Hide (12)
Both Hands: Glaive / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d10+4) / Heavy, Two-handed, slashing
Carrying lit torch in one hand and glaive in the other. Will drop torch if necessary to wiled glaive.
"Reave" War Club

Carried
-- Glaive / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d10+4) / Heavy, Two-handed, Reach, slashing
-- Maul "Reave" / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
-- Dagger / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
-- Javelin x 3 / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
-- torches (x3)
-- small bag of fire starting material (dry shavings, lichen)
-- small bag holding rations (x1 ration)
-- waterskin
Tactics
Refresh rest times noted in parentheses
Action Surge: 1/1 (short rest)
Second Wind: 0/1 (short rest) (bonus)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1: 1/3 (long rest)
---AB: +7, Save DC 14
Barbaric Justice:
---Must be acting on specific tenets of the Barbaric Code of Honor
---Roll with advantage (STR, CON, Some WIS, Attack, Damage): 1/1 (day)
---Add additional damage die on critical hit
Wild Shape: 2/2 (short rest)
---Dannien Longhorn Bull (Stats as brown bear )
---Multiattack. The bull makes two attacks: one with its horns and one with its hoves.
---Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
---Trample. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
---HP: 34, AC: 11
---The standard transformation time is 30 minutes to get into Wild Shape form and 5 minutes to revert back to normal.
---Fast transformation time is two turns (12 seconds) Wild Shape form and 1 turn (6 seconds) to revert. Requires DC 10 CON save or suffer 1 level of Exhaustion for 1 minute. Regardless of the result of that save, duration of the Wild Shape form will be half the normal time (1/2 hour at 2nd Level). Upon transforming back to normal after a fast transformation, the character will suffer 2 levels of Exhaustion for 5 minutes.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: +1
Wisdom: +7
Charisma:-1
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Polearm Master: Opportunity atk enemies coming in range. Bonus atk with offhand.
Extra Attack: Attack 2x
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
Last edited October 22, 2018 8:49 am
Oct 23, 2018 11:52 am
Upstairs...
Maeriks makes his way west through the rooms, following noise to a stair case. There are two stair cases in fact in this room. One on the north wall goes up, but the sounds now are coming from the downward stairs on the south. Maeriks cautiously takes the stairs down. He still feels sluggish from the blood drain, but at least the chills are gone.
As soon as he begins the descent, he sees a light cast by fire below. It seems like there is a steady fire in the lower room. Just to be safe at first, Maeriks puts his own torch in a nearby sconce at the top of the stairwell so that he can have both of his hands free. It doesn't seem like he will have any trouble seeing, not in the next room at least.
The sounds of a struggle below. A man wincing. A sharp voice echoing out.
Carefully. Quietly. Maeriks descends further, glaive in hands, hugging the wall as best as he can, trying to see into the room without being seen himself...
Maeriks makes his way west through the rooms, following noise to a stair case. There are two stair cases in fact in this room. One on the north wall goes up, but the sounds now are coming from the downward stairs on the south. Maeriks cautiously takes the stairs down. He still feels sluggish from the blood drain, but at least the chills are gone.
As soon as he begins the descent, he sees a light cast by fire below. It seems like there is a steady fire in the lower room. Just to be safe at first, Maeriks puts his own torch in a nearby sconce at the top of the stairwell so that he can have both of his hands free. It doesn't seem like he will have any trouble seeing, not in the next room at least.
The sounds of a struggle below. A man wincing. A sharp voice echoing out.
Carefully. Quietly. Maeriks descends further, glaive in hands, hugging the wall as best as he can, trying to see into the room without being seen himself...
OOC:
Maeriks is entering Room 13 of the Ground Floor of the Palace from the south downward stairs.Oct 23, 2018 12:12 pm
On the ground level...
Maeriks is shocked by the scene.
All around the room, there are fires. About six or seven of them. Maeriks knows what it is that is burning. He can tell by the smell, but also he has seen it before. Back in the forest. They are burning dogs.
The burning dog carcasses, or remnants of carcasses, are roughly scattered around...a man. A myrmidon.
There is an armored myrmidon near the middle of the room. He is a huge man, but he is down on one knee. His armor is smoldering. Blackened. Scorched. Smoke tendrils wisp up from his shoulders as if he had recently been tossed in a bonfire himself.

Maeriks cannot see the myrmidon's face, it is covered by his full helmet, but the man is under duress. He is wincing and struggling. He has no weapons. His shield lays on the floor far away. He is fighting and thrashing with his hands, trying to guard his face, fighting desperately against the creature.
It is horrifying. A grotesque monster, some sort of giant grub. Its fleshy tentacles are writhing and curling all around the armored man, seeking to pull him off balance and into its sharp pincers!
Maeriks is shocked by the scene.
All around the room, there are fires. About six or seven of them. Maeriks knows what it is that is burning. He can tell by the smell, but also he has seen it before. Back in the forest. They are burning dogs.
The burning dog carcasses, or remnants of carcasses, are roughly scattered around...a man. A myrmidon.
There is an armored myrmidon near the middle of the room. He is a huge man, but he is down on one knee. His armor is smoldering. Blackened. Scorched. Smoke tendrils wisp up from his shoulders as if he had recently been tossed in a bonfire himself.

Maeriks cannot see the myrmidon's face, it is covered by his full helmet, but the man is under duress. He is wincing and struggling. He has no weapons. His shield lays on the floor far away. He is fighting and thrashing with his hands, trying to guard his face, fighting desperately against the creature.
It is horrifying. A grotesque monster, some sort of giant grub. Its fleshy tentacles are writhing and curling all around the armored man, seeking to pull him off balance and into its sharp pincers!

Oct 23, 2018 12:24 pm
Standing several feet back away from the myrmidon and the tentacled giant grub are two giant spiders!

The spiders stand about chest height. They shift and stalk this way and that, keeping their distance but watching intently inward at the developing struggle.
Maeriks sees the dead remains of four other spiders littered about the room, their bodies cut and smashed. One spider's giant legs are still clawing and twitching, though it's brains are pouring out through sludge is pouring out from its split-open face and onto the stone-paneled floor. Another spider body is burning.
Required Action: Maeriks must make Perception check.

The spiders stand about chest height. They shift and stalk this way and that, keeping their distance but watching intently inward at the developing struggle.
Maeriks sees the dead remains of four other spiders littered about the room, their bodies cut and smashed. One spider's giant legs are still clawing and twitching, though it's brains are pouring out through sludge is pouring out from its split-open face and onto the stone-paneled floor. Another spider body is burning.
Required Action: Maeriks must make Perception check.
Rolls
MYSTERY!
Oct 23, 2018 2:13 pm
In the basement chambers...
Summary of Elam's exchange by topic below.
On the opposition faction
The Rabisu are a band of devils. They are kidnappers, arsonists, rapists, murderers. They capture men and women and perform profane mutilations on them. The alter beasts and men with elixirs and poisons. One of them is a sorcerer, a dealer in the dark arts, one who is in communion with the Underworld and with the profane monsters of Hel. He speaks with a villainous race from the Veins of the Earth. They give him unholy secrets, words of power. He is called Suter-Set. He is the heir of Iz Jeddriss and hopes to unleash Hel upon this House and then upon the entire city.
Suter-Set and the Rabisu are the ones who built and manned the trap room, who bred and farmed the stirge bats, who welcomed Basz-durba the chasme from the Underworld and had him dwell here to spread his filthy breed. The Rabisu will try to kill all of you again. It is certain that they know something of you now. Likely they have been watching you already. Their eyes and ears reach almost every corner of the city. They manipulate men. Their influence reaches out upon the magistrates, the merchants, even the ones that the city dwellers call their Nasi. Even perhaps to the Sar himself.
You are in their den as soon as you leave my protection here. I would wonder what you will say to this.
Summary of Elam's exchange by topic below.
On the opposition faction
The Rabisu are a band of devils. They are kidnappers, arsonists, rapists, murderers. They capture men and women and perform profane mutilations on them. The alter beasts and men with elixirs and poisons. One of them is a sorcerer, a dealer in the dark arts, one who is in communion with the Underworld and with the profane monsters of Hel. He speaks with a villainous race from the Veins of the Earth. They give him unholy secrets, words of power. He is called Suter-Set. He is the heir of Iz Jeddriss and hopes to unleash Hel upon this House and then upon the entire city.
Suter-Set and the Rabisu are the ones who built and manned the trap room, who bred and farmed the stirge bats, who welcomed Basz-durba the chasme from the Underworld and had him dwell here to spread his filthy breed. The Rabisu will try to kill all of you again. It is certain that they know something of you now. Likely they have been watching you already. Their eyes and ears reach almost every corner of the city. They manipulate men. Their influence reaches out upon the magistrates, the merchants, even the ones that the city dwellers call their Nasi. Even perhaps to the Sar himself.
You are in their den as soon as you leave my protection here. I would wonder what you will say to this.
OOC:
gotta break hard for the day, but hopefully that will get it going.Oct 23, 2018 6:13 pm
Kray continued his conversation with Elam, Bryn providing translation as needed.
Kray's demeanor for the conversation would be relaxed yet businness-like, straightforward. Tactful. Kray's angle would be to gather as much info about their environment: the structure itself, traps, factions, denizens of the dungeon... anything that might be useful.
Kray would be honest with info, about our purpose and his own identity. We're here to slay Jez Idriss and make a clean exfil with all of our objectives acquired (it's been awhile so I don't recall all of them and don't have the time right now to catch up; I do know we're planning on leaving with some sweet loot and possibly key quest-type items).
Kray would not reference names of those facilitating the group's stay in the city or any groups they have worked with (stating that he keeps them private as a professional courtesy). The history of the group's adventures might be relayed, depending on how familliar Elam an Co. are with the darkness in Dark Thrones.
Ultimately Kray would offer to establish trust by assisting Elam with their factional disputes and battles. The merc warlord in Kray would naturally see this as a familliar path to accomplishing their objectives. Perhaps there is something specific Elam needs done and doesn't have the personnel and/or resources/time to accomplish. Or perhaps a coordinated strike that helps Elam. You get the idea J.
May use Lucky for the dice roll(s).
Following is Insight and Intimidation.
In the case of intimidation J, Kray will be orienting the talk around the capabilities of his team, intimating very directly that Elam needs his help. Basically, the intimidation will come from Team Elam being in a bad way without our help, with Kray additionally stating that we'll get what we came for, no matter who is in the way. Essentially an intimidating offer that states we can be of help, and they need it from what Kray can tell, or we can move through them, whatever it takes if necessary.
Reroll Persuasion from before J, to generally get Elam agreeable to Kray's pitch.
EDIT: Good shit.
Kray's demeanor for the conversation would be relaxed yet businness-like, straightforward. Tactful. Kray's angle would be to gather as much info about their environment: the structure itself, traps, factions, denizens of the dungeon... anything that might be useful.
Kray would be honest with info, about our purpose and his own identity. We're here to slay Jez Idriss and make a clean exfil with all of our objectives acquired (it's been awhile so I don't recall all of them and don't have the time right now to catch up; I do know we're planning on leaving with some sweet loot and possibly key quest-type items).
Kray would not reference names of those facilitating the group's stay in the city or any groups they have worked with (stating that he keeps them private as a professional courtesy). The history of the group's adventures might be relayed, depending on how familliar Elam an Co. are with the darkness in Dark Thrones.
Ultimately Kray would offer to establish trust by assisting Elam with their factional disputes and battles. The merc warlord in Kray would naturally see this as a familliar path to accomplishing their objectives. Perhaps there is something specific Elam needs done and doesn't have the personnel and/or resources/time to accomplish. Or perhaps a coordinated strike that helps Elam. You get the idea J.
May use Lucky for the dice roll(s).
Following is Insight and Intimidation.
In the case of intimidation J, Kray will be orienting the talk around the capabilities of his team, intimating very directly that Elam needs his help. Basically, the intimidation will come from Team Elam being in a bad way without our help, with Kray additionally stating that we'll get what we came for, no matter who is in the way. Essentially an intimidating offer that states we can be of help, and they need it from what Kray can tell, or we can move through them, whatever it takes if necessary.
Reroll Persuasion from before J, to generally get Elam agreeable to Kray's pitch.
EDIT: Good shit.
Last edited October 23, 2018 6:15 pm
Rolls
Insight - (1d20)
(12) = 12
Intimidation - (1d20+6)
(7) + 6 = 13
Persuasion - (1d20+9)
(19) + 9 = 28
Oct 23, 2018 11:39 pm
Quick perception roll as required.
Norach Maeriks Mac Mahan Mac Hannoc ✎

Vitals
Proficiency Bonus: +3
AC: 12 (12 Hide +2 DEX +0 proficiency)
HP: 17/63
Temp HP: 0
Initiative: +2
Status Effects:
Zero HP State (ZHP)
Exhaustion 1 Disadvantage on ability checks (from ZHP)
Exhaustion 2 Speed halved (from ZHP)
Death Saves: +3/-1
Hit Dice: 2/2 Druid, 5/5 Fighter
Weapons and Armor
Equipped
Armor: Hide (12)
Both Hands: Glaive / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d10+4) / Heavy, Two-handed, slashing
Carrying lit torch in one hand and glaive in the other. Will drop torch if necessary to wiled glaive.
"Reave" War Club
Carried
-- Glaive / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d10+4) / Heavy, Two-handed, Reach, slashing
-- Maul "Reave" / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
-- Dagger / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
-- Javelin x 3 / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
-- torches (x3)
-- small bag of fire starting material (dry shavings, lichen)
-- small bag holding rations (x1 ration)
-- waterskin
Tactics
Refresh rest times noted in parentheses
Action Surge: 1/1 (short rest)
Second Wind: 0/1 (short rest) (bonus)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1: 1/3 (long rest)
---AB: +7, Save DC 14
Barbaric Justice:
---Must be acting on specific tenets of the Barbaric Code of Honor
---Roll with advantage (STR, CON, Some WIS, Attack, Damage): 1/1 (day)
---Add additional damage die on critical hit
Wild Shape: 2/2 (short rest)
---Dannien Longhorn Bull (Stats as brown bear )
---Multiattack. The bull makes two attacks: one with its horns and one with its hoves.
---Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
---Trample. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
---HP: 34, AC: 11
---The standard transformation time is 30 minutes to get into Wild Shape form and 5 minutes to revert back to normal.
---Fast transformation time is two turns (12 seconds) Wild Shape form and 1 turn (6 seconds) to revert. Requires DC 10 CON save or suffer 1 level of Exhaustion for 1 minute. Regardless of the result of that save, duration of the Wild Shape form will be half the normal time (1/2 hour at 2nd Level). Upon transforming back to normal after a fast transformation, the character will suffer 2 levels of Exhaustion for 5 minutes.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: +1
Wisdom: +7
Charisma:-1
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Polearm Master: Opportunity atk enemies coming in range. Bonus atk with offhand.
Extra Attack: Attack 2x
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
[ +- ] Norach Maeriks Mac Mahan Mac Hannoc
Norach Maeriks Mac Mahan Mac Hannoc ✎

Vitals
Proficiency Bonus: +3
AC: 12 (12 Hide +2 DEX +0 proficiency)
HP: 17/63
Temp HP: 0
Initiative: +2
Status Effects:
Zero HP State (ZHP)
Exhaustion 1 Disadvantage on ability checks (from ZHP)
Exhaustion 2 Speed halved (from ZHP)
Death Saves: +3/-1
Hit Dice: 2/2 Druid, 5/5 Fighter
Weapons and Armor
Equipped
Armor: Hide (12)
Both Hands: Glaive / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d10+4) / Heavy, Two-handed, slashing
Carrying lit torch in one hand and glaive in the other. Will drop torch if necessary to wiled glaive.
"Reave" War Club

Carried
-- Glaive / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d10+4) / Heavy, Two-handed, Reach, slashing
-- Maul "Reave" / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
-- Dagger / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
-- Javelin x 3 / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
-- torches (x3)
-- small bag of fire starting material (dry shavings, lichen)
-- small bag holding rations (x1 ration)
-- waterskin
Tactics
Refresh rest times noted in parentheses
Action Surge: 1/1 (short rest)
Second Wind: 0/1 (short rest) (bonus)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1: 1/3 (long rest)
---AB: +7, Save DC 14
Barbaric Justice:
---Must be acting on specific tenets of the Barbaric Code of Honor
---Roll with advantage (STR, CON, Some WIS, Attack, Damage): 1/1 (day)
---Add additional damage die on critical hit
Wild Shape: 2/2 (short rest)
---Dannien Longhorn Bull (Stats as brown bear )
---Multiattack. The bull makes two attacks: one with its horns and one with its hoves.
---Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
---Trample. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
---HP: 34, AC: 11
---The standard transformation time is 30 minutes to get into Wild Shape form and 5 minutes to revert back to normal.
---Fast transformation time is two turns (12 seconds) Wild Shape form and 1 turn (6 seconds) to revert. Requires DC 10 CON save or suffer 1 level of Exhaustion for 1 minute. Regardless of the result of that save, duration of the Wild Shape form will be half the normal time (1/2 hour at 2nd Level). Upon transforming back to normal after a fast transformation, the character will suffer 2 levels of Exhaustion for 5 minutes.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: +1
Wisdom: +7
Charisma:-1
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Polearm Master: Opportunity atk enemies coming in range. Bonus atk with offhand.
Extra Attack: Attack 2x
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
Rolls
Perception, Disadvantage - (1d20+4, 1d20+4)
1d20+4 : (16) + 4 = 20
1d20+4 : (5) + 4 = 9
Oct 24, 2018 12:25 am
On the stairs, ground floor...
As he is coming down surveying the scene, Maeriks sees a glimpse, a flash...a robed figure dashing across into the shadows just beneath the downward staircase.
Maeriks cannot see exactly where, but now he believes that someone is standing right below him off of the left side of the staircase that he is traveling down!
As he is coming down surveying the scene, Maeriks sees a glimpse, a flash...a robed figure dashing across into the shadows just beneath the downward staircase.
Maeriks cannot see exactly where, but now he believes that someone is standing right below him off of the left side of the staircase that he is traveling down!
Oct 24, 2018 3:02 am
Downstairs in the basement chambers...
On an assault against the Rabisu and Suter-Set...
Elam hears that Kray is willing to assault Suter-Set and the rest of the Rabisu. He warns that it is a formidable force to go up against. There are 6 additional Rabisu, all strong in their own right. Beyond that there are the hounds, the spiders, the birds, the bats, the rats - the wretched beasts from the Pit, the walking dead, the crawler, the bugs, and the Vargouille. In truth it is an overwhelming force. How can you Yuorics and Danneins hope to prevail? Already two of your Danneins are slain. You were nearly slain yourself. Are you not overestimating your own strength? Perhaps you should go back to the city and treat with the nobles.
Also, Suter-Set is protected by the Eagle Door. It is an ancient invention - a masterpiece of the Halonians who served the Adriyalet Sars of the previous age. It is technology from a forgotten era. It is impenetrable.
Kray smiles at this. Bryn has already told him about the Halonian box. Kray sees an opportunity here.
On an assault against the Rabisu and Suter-Set...
Elam hears that Kray is willing to assault Suter-Set and the rest of the Rabisu. He warns that it is a formidable force to go up against. There are 6 additional Rabisu, all strong in their own right. Beyond that there are the hounds, the spiders, the birds, the bats, the rats - the wretched beasts from the Pit, the walking dead, the crawler, the bugs, and the Vargouille. In truth it is an overwhelming force. How can you Yuorics and Danneins hope to prevail? Already two of your Danneins are slain. You were nearly slain yourself. Are you not overestimating your own strength? Perhaps you should go back to the city and treat with the nobles.
Also, Suter-Set is protected by the Eagle Door. It is an ancient invention - a masterpiece of the Halonians who served the Adriyalet Sars of the previous age. It is technology from a forgotten era. It is impenetrable.
Kray smiles at this. Bryn has already told him about the Halonian box. Kray sees an opportunity here.
OOC:
Ox, I'm going to see if you remember this one. I'll reprint and find links to it too though, but Bryn knows something about the Halonian tech of the Adriyalet House. Remember the search for the basement furnace room? See what you come up with. If not, later I will revisit.load next