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Eye of Grummsh

PostPosted: Wed Feb 18, 2009 5:38 am


(its greater darkness I don't think you need to hide unless you are planning on lifting the darkness. and the hiding does me no good if I can't see wear I am going. also since it is 20'foot radius how much of the room is in darkness?)
glitterboypilot rolled 4 20-sided dice: 3, 18, 9, 19 Total: 49 (4-80)
PostPosted: Wed Feb 18, 2009 7:45 am


Gren doesn't hear the dagger over the other sounds in the room.

The legends of the sea are vast, but one comes to mind and it stopped many sailors from the sea port, you came from, From venturing to far out into the uncharted waters.

It was a tale told mostly by drunk sailors, who claim to have seen and survived an attack when they ventured out. So the accounts varied from source to source but one part remand mostly constant the three warnings before an attack from a long forgotten deity of death

...First the screams of the dead
The waters will turn to blood and that will be the 2nd warning
Then the sharks will arrive ready to feast on the bodies.
From the deeps of the seas will come an army of souls and their Dark master....


One one who is bleeding, dagger strapped to his side, a light crossbow stripped to his back, a closed quiver attached to his upper thigh on his left leg and is holding two polished stones; the stones has a glow to them. Second to enter the room is unarmed and the third, the only one who hasn't spoken up yet, is holding a walking stick and appears to have nothing else that would classify as a weapon. ((please Roll 3 spot checks))

((If you also want to hide your presence now would be the time to roll a move silent roll, not optional to Vaki and Drebins. They already spoke up.

To stop the argument of the room, The room is 30x25 with a 8 foot ceiling. On the side opposite of where you all was chained to the wall is taken up by creates with words written in Elven, Draconic, and undercommon randomly labeling them, being held back with a big cargo net. Making the move-able space in the room 25x25. The chest is near the back of the room near the boxes. That was also the location of the other dolls Kat has. Opposite of the chest is the now broken door where the boy flew though. Other than there isn't much else in that room. There is rafters above to hold up the area above you. For sake of the spell in question the entire room is in darkness. There is a five foot chain between the manacles and the rust covered wall mount.))

((Don't worry about the rolls for now.))

glitterboypilot

Eye of Grummsh rolled 2 20-sided dice: 11, 16 Total: 27 (2-40)

Eye of Grummsh

PostPosted: Wed Feb 18, 2009 8:59 am


move silently + 16 = 27
hide +16 = 32
Frozen In Flames rolled 1 20-sided dice: 7 Total: 7 (1-20)
PostPosted: Wed Feb 18, 2009 4:21 pm


Move silent=X+3
Graxith tries to slip back against the wall without being noticed.

Frozen In Flames
Crew

shotesu rolled 2 20-sided dice: 16, 8 Total: 24 (2-40)

shotesu

PostPosted: Wed Feb 18, 2009 5:07 pm


((actually warblade, I made a error. Darkness alone is 20 feet; Deeper Darkness is 60 feet. So, no matter where Vesper moves, the room will be constantly filled. as for the hide check, It was a kinda "just-in-case" thing. Also, before you complain, consider that they don't know half the party is out of chains, and also can't just slaughter us with our 5 hp.))

Vesper, shrouded in darkness, gets a wicked idea, and draws on her skills at deceiving. She begins to whisper softly and eerily in a unearthly language, lurking behind a wooden support.
" Tsk, Changling. Hold where you are; I have a plan. I just remembered a interesting story-there was a drunken sailor story about a old death deity; first stage is screams of the dead....heh...if you can deceive, join in...but, maybe you should tell the others quietly while I make some rather distracting noise; no reason to terrify them...yet."
Considering the lore of the un-being she is currently drawing power from, Vesper draws in a slow breath and releases a faint scream; then several more tormented ones from her hiding place; increasing in volume and "pain".
[Bluff: +10, intimidate: +10 Not sure which is needed to create the "screams of the dead", but as she's playing host to a death god's fragment, I figure she can take a shot at these creeps' minds....heh. Also, If any undead show up, I have rebuke abilities.
Results: Bluff 16+10; Intimidate 8+10
Bluff:26
Int: 18
Run for your life, it's a ghost. xd or, a binder with a silver tongue. ]

Vesper replicates several unearthly screams, sounding rather close to the legend... The strange, inky dark swirls sinisterly.
[oh, can I "touch" attack the air with my 1d8 cold damage to chill it for effect? Just a thought.]
PostPosted: Wed Feb 18, 2009 5:26 pm


(wasn't gonna complain this time)

Eye of Grummsh


shotesu

PostPosted: Wed Feb 18, 2009 5:31 pm


((oh, sorry, I didn't mean to seem like I was knocking you: I was just making a general statement for those of similar mind. Peace?)) smile
PostPosted: Wed Feb 18, 2009 5:37 pm


(yup)

Eye of Grummsh


shotesu

PostPosted: Wed Feb 18, 2009 5:39 pm


((excellent. Now, DOOOM! xd I'm really liking my high bluff score.))
PostPosted: Wed Feb 18, 2009 5:41 pm


(lol)

Eye of Grummsh


glitterboypilot

PostPosted: Wed Feb 18, 2009 5:41 pm


((Sure you can if you wish. though I have to say that is reminding me of a Dnd spoof I seen on youtube.

Edit: you forgot to roll three spots.))
PostPosted: Wed Feb 18, 2009 5:48 pm


((For the only one who can see in greater darkness, to see if she notices something different about the three people.))

glitterboypilot

shotesu rolled 3 20-sided dice: 20, 19, 17 Total: 56 (3-60)

shotesu

PostPosted: Wed Feb 18, 2009 5:52 pm


((why so I did! here. 3nodding crud, -1 for wis....oh well, can't have it all. xd ))
While doing her best to mimic a otherworldly monster, vesper extends her fingertips and lets a chill mist drift off of them, faint traces of blue that cool the air to a eerie chill around the pirates. While not enough to cause damage, it was certainly a noticable cool...

[w00t! Nat 20[technically 19 because of the -1], and then 18 and 16 because of the poor wisdom score.]
PostPosted: Wed Feb 18, 2009 6:16 pm


Vesper could watch as fear shot over two of the three people and those two took off running out of the screaming in a strange language. Before they left Vesper noticed that the one who was bleeding the deep wound had clotted and already started to heal, the other one that ran you didn't see anything. But the one to stay she noticed that he had no irises.

"Nice trick." He said clapping...

glitterboypilot

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