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Posted: Mon Sep 18, 2006 9:06 pm
"Don't give me that bull," Red said, "If you worked for R.I. you wouldn't refer to your C.O. with such disrespect. I want to know what the hell you're doing here and why! If you work for him, you'll have no trouble with the authorities, so you might as well give me no more reason to persist. Hell, maybe I could give him a call if you want to talk so bad."
It might get away, but she would try to prevent it.
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Posted: Mon Sep 18, 2006 9:10 pm
It grinned.
"You? A commanding officer? Must have got that with your good looks. An attitude like that would make it hard to climb the ranks..." A delicate hand hid her mirth for a moment, before she cleared her throat. "I don't work for R.I., exactly. I work for myself, and my own ideals. No thanks, on the call. I can make it to the office before my... scheduled appointment."
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Posted: Mon Sep 18, 2006 9:14 pm
Quote: "I don't work for R.I., exactly. I work for myself, and my own ideals. No thanks, on the call. I can make it to the office before my... scheduled appointment." "Right,"she said, smiling politely and ignoring her smart comments, though somewhat peeved. "After you talk to the Lament authorities. Follow me to the nearest checkpoint, or we have at it again."
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Posted: Mon Sep 18, 2006 9:17 pm
It was annoyed. Very annoyed. "Why? I haven't stepped in your city. I'm not yours to deal with. I haven't made a threat of myself. I bet if I had, a few flags would be going red, and I'd have a suitable set of cannons pointing at me. If you were smart, however, you'd be investigating bigger threats. I don't really thing those were shits that dragon was dropping."
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Posted: Mon Sep 18, 2006 9:23 pm
She had a point, strange things were going on, but Red had choosen Lament, and this thing was most likely up to no good, if it wasn't, it would cooperate, and since Red was here, finding out what it was up to, for better or worse, was important. If it was so innocent, then why not stop to say high to the nice officers of Lament. A meta-human chimera of some type no less, something smelt funny, she had a gut instinct.
"Follow me back to the gate," Red said, taking the first few steps backward from which she came, retracing perfectly. "I won't say it again."
Red had enough talking now.
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Random Stranger #36 rolled 1 6-sided dice:
1
Total: 1 (1-6)
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Posted: Mon Sep 18, 2006 9:47 pm
"Aww, but you talk pretty." She said with a grin, take a few steps back and flexing her wings against her back. "I have an appointment, with apparently, a very important man, to you, and to me, soon. I hope, soon, that we can meet under better circumstances, and become great friends." This is said with sincerity, perhaps a bit of sadness on their first impressions. Hand in pocket would produce an orb, held to the light and studied... "But I have places to be." And with that, she'd pressure the marble, and vanish in a blink of light. Quote: Refuge Conjuration (Teleportation) Level: Clr 7, Sor/Wiz 9 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Object touched Duration: Permanent until discharged Saving Throw: None Spell Resistance: No You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character’s heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject). You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported. Material Component The specially prepared object, whose construction requires gems worth 1,500 gp. Also, in her haste, leaves her Duster on the ground.
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themightyjello rolled 1 4-sided dice:
2
Total: 2 (1-4)
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Posted: Mon Sep 18, 2006 10:18 pm
Floorboards creaked as they were torn up, revealing the building foundation beneath, and the rocky soil of the underground. The necromancer set them aside, to be replaced later. But for now he stepped back and began to conjure.
Arcane motions, gestures to craft magic into something with form. Three hulking figures stepped into the room as they were summoned forth. Beasts the size of gorillas, but with chitinous shells and beetle-like faces. Umber Hulks, devious creatures but experts in tunneling through anything from soft soil to solid stone.
"Dig for me," the necromancer stated, pointing towards the upturned floorboards, "I require a new lair."Quote: Tongues Divination Level: Brd 2, Clr 4, Sor/Wiz 3 Components: V, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: No This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Tongues can be made permanent with a permanency spell. Arcane Material Component A small clay model of a ziggurat, which shatters when the verbal component is pronounced. Summon Monster VII Conjuration (Summoning) [see text for summon monster I] Level: Clr 7, Sor/Wiz 7 This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list. Summon Monster I Conjuration (Summoning) [see text] Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S, F/DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. Arcane Focus A tiny bag and a small (not necessarily lit) candle.
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Posted: Mon Sep 18, 2006 11:24 pm
And it was time to get off of work! A time when many would be rejoicing, for they would be able to go home and do whatever they wanted after a hard day's rest. Too bad that the entire underground had become deserted and everyone was forced to relocate above ground; for some of the miners with lower morals would have liked to visit the black market to see if there was anything interesting there, and for those who were single, could have just taken residence up in one of the inns without having to travel too far from the mines. But alas, that was not to be, it was too unsafe in the underground as heavy demolition would fill the enclosed spaces with choking dust, and the activity may create falling bits of dirt and rock from the ceiling above.
The miners would follow the designated paths through the underground buildings up to the surface, to their temporary homes and living quarters. It appeared the sky that night was relatively empty. The moon was uncovered by clouds, and a few dark bords flew above the city, dancing in the moonlight.
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Eloquent Conversationalist
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Posted: Mon Sep 18, 2006 11:47 pm
All of that digging and removal of material was bound to make some noise in a nearly abandoned section of the city. And it just so happened that a snamm group of guards were passing by the building. There were only a handful, five officers and their commaning officer. All low ranks and of really no commanding stature. As they neared the building the commander sent out a warning to the other forces in the area.
Attention all personel, this is Patrol Group Theta. We've identified strange sounds coming from the abandoned section of the city in the vicinity of the cemetary. I'm sending in a few guards to identify the scourse of the disturbance. You'll recieve constant status reports via their radios.
Roger that Theta. Use extreme caution. That area of the city was under attack from undead creatures not long ago. Command out.
The messages sent, a pair of guards headed into the building, machine guns drawn and ready to combat whatever hostile they might find.
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Posted: Tue Sep 19, 2006 9:33 am
Meanwhile, those who dug continued to dig, unconcerned with the people who wandered past the building. The passage was closed and hidden, there would be nothing to visually cue anyone as to the presence of the dig; and audibly the only sounds were those of a raging beast.
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Eloquent Conversationalist
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Posted: Tue Sep 19, 2006 9:58 am
The Lamentian Guards knew their own city like hte back of thier hands. Not much could remain hidden from them for long within their walls. Sound was enough to alert these men to SOMETHING irregular going on in this building, and so they entered, moving quietly and swiftly into the building, their radios set and ready to report their findings. It wouldn't be long before they reached the digging site inside the building. Afterall, all that noise of rocks being broken, grunts, growels and roars from the Umber Hulks would make quite a ruckus, allowing the men to find their way to the site with relative ease.
Since the hole in the floorboards wouldn't be hidden by a magical spell, it would be in plain sight. One man guarded the entrance to the area where the hole was located, while the other moved in to investigate. He would light a flare and toss it down into the hole, serving to illuminate the activites below in a bright white light. It the Umber Hulks were subterrainian creatures, the light would be blinding, and almost painful for them to come into contact with simply due to the sheer brightness of the flare assaulting their eyes with levels of light not generally experienced by them.
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Posted: Tue Sep 19, 2006 10:19 am
Ryugi Kazamaru Sound was enough to alert these men to SOMETHING irregular going on in this building, and so they entered, moving quietly and swiftly into the building, their radios set and ready to report their findings. It wouldn't be long before they reached the digging site inside the building. Afterall, all that noise of rocks being broken, grunts, growels and roars from the Umber Hulks would make quite a ruckus, allowing the men to find their way to the site with relative ease. While the noise certainly seemed to be coming from inside the building, by the time that they got inside of it the noise would have abated much from what it had been. Umber Hulks were capable of tearing through earth and rock at a speed of around 5 feet per second; around an average walking speed. With three of them digging, there would be no need to slow down in order to make a usable passageway, and by the time that the guards entered the building the diggers would be so deep in the earth that only the echoes of their work reached the mouth of the tunnel.
Muffled by floorboards and carpets, there wasn't much noise left at all; and it was growing dimmer by the minute.
~ Underground ~
The necromancer lagged behind the diggers; standing in place as he pondered what course of action should be taken against the men who seemed so dedicated in the protection of their fair city.General Kazamaru Since the hole in the floorboards wouldn't be hidden by a magical spell, it would n't be in plain sight. One man guarded the entrance to the area where the hole was located, while the other moved in to investigate. One man would be standing right atop the rug that had been pulled over the replaced floorboards, and not even know it. The sounds they had heard seemed to be coming from somewhere nearby, but there was nothing there... except-
SKREEEEEEEEEEEEH!
A shriek came from a room to the side. Whatever manner of creature that had done this, it no longer seemed to be there. The doorway showed nothing other than the other room.
EEEeKKKKEEEEEEEE!
A ghostlike figure jutted halfway out of one of the walls; reaching into the room with a claw-like hand to slash at the nearest living thing. It had a hunger for life. Quote: Alarm Abjuration Level: Brd 1, Rgr 1, Sor/Wiz 1 Components: V, S, F/DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation centered on a point in space Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible. Mental Alarm A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. Ethereal or astral creatures do not trigger the alarm. Alarm can be made permanent with a permanency spell. Arcane Focus A tiny bell and a piece of very fine silver wire
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Eloquent Conversationalist
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Posted: Tue Sep 19, 2006 10:40 am
The guards jumped back and out of the way, opening fire with their machine guns. Now, the bullets from these guns weren't normal at all. Since the city had been under attack from alot of undead creatures in the last few weeks, these guns were armed with Light Rounds. Put simply, they were instant death to anything of undead, non-living, or evil in nature. Raven Industries "But we're not here for tactics- we're here for business. And to conclude this business, I present to you the Light rounds." Unload, reload, explain. Just like the last four times.
"This is your anti-undead and demon piercer round. Since there are so many in the world these days, proper measures must be taken in order to ensure that the future is secure. That said, these are personally my favorite rounds. They detonate on impact as well, but not on conventional targets. It's just another armor piercing round unless there are a horde of things that are... far from natural, much less living.
"Point it at a nearby source of evil, and..."
He fired at a target, a trace of sheer white light trailing behind it. And of course said target was shot clean through.
"Well, it would usually go boom. These rounds are best tested in the field rather than in demonstrations. I assure you however, that they work. And the field of detonation has an area spread of five meters, which is quite detrimental to anyone of a similar persuasion nearby." The SPR rounds from the guns would tear through the evil wraith-like creature, exploding in fatal holy light power. Nothing undead or dark by nature could withstand these powerful shells, even if they weren't solid, the holy energy would still tear them to harmless pieces as they reacted to the darkness, and not the solidity of the target.
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Posted: Tue Sep 19, 2006 3:48 pm
Ryugi Kazamaru The SPR rounds from the guns would tear through the evil wraith-like creature, exploding in fatal holy light power. Nothing undead or dark by nature could withstand these powerful shells, even if they weren't solid, the holy energy would still tear them to harmless pieces as they reacted to the darkness, and not the solidity of the target. Wraith Daylight Powerlessness (Ex)Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. Despite being undead, Wraiths are not normally harmed by light (natural or otherwise); they prefer to stay away from it, but that is not to say that it harms them.
If, however, the bullets fired were enchanted with something resembling a 'holy burst', that would mean that these patrolmen were wandering around the underground with ungodly expensive ammunition in their guns by default. While the recent issue with the wandering dead was still a fresh occurance, they might as well have been shooting platinum rounds in terms of expense.
Bullet holes riddled the wall that the patrolmen had fired at; piercing through it and out the other side, even through the flimsy wall opposite it and out into the underground. The lit lamp in the opposite room shone rays of light through the bulletholes...
The wraith swooped through the room, coming in through one of the walls with another shriek and a clawed slash aimed for the closest of the patrolmen. It scarsely got close enough to touch the patrolman before another volley of rounds tore through its incorporeal form and burst into blinding light.
Half of the wraith seemed to continue on, though. It flew straight through the group, passing through several members of it, before it began to disolve, and disappeared through a tabletop.
The noises had stopped.
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Posted: Tue Sep 19, 2006 6:46 pm
Random Stranger #36 Also, in her haste, leaves her Duster on the ground. ((I was going to shoot the crystal for kicks, but you are now long gone. Perchance she left the Fedora as well?)) Damn, Red swore she was getting rusty, she should of shot that orb out of the creatures palm before she had a chance to use it. It's not like she hadn't seen a range of teleportation spells before. Damn. Red picked up the duster as if it were covered in something gross, pulled a plastic bag out of her pants pocket, and stuffed it inside. Then she checked her recorder, which had taken in the whole conversation, never go anywhere without one. Placing the recorder back and the bag over her shoulder, she decided to search for another fifteen minutes and then return to the city. Her other persona was getting bored. This is a volcano town, Trish thought, I wonder if they have hot springs.
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