Planes to Shape, Secrets to Keep... (Dromus)

Before Adinal diverts his attention, Feiran whispers back: (Adinal) [sblock] I didn't exactly have the time for that; and it's important that we get it out of the way while the others are occupied. This isn't something I can sit on, otherwise I would have. [/sblock]


After she hears Illira's words, Feiran responds: (Illira) [sblock] I'm not rightly sure what's going on; however, I would if you would keep an eye on Narine, that would help matters. [/sblock]
 

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Adinal: [sblock]You can maintain the Read Thoughts effect. The crowd members are quasi-susceptible to your mental broadcast; they have a higher loyalty, but you can confuse them momentarily. I'll give you an immediate action once per round to do an opposed Will save with one of them (if you feel you can ckeck often enough to do an intercept like that, otherwise just do it on your turn). If you win, they're slowed for that round. Hopefully you can buy a little time that way, especially in areas where it gets more bottled-up than an open street.

Adinal scans the crowd in front of him, probing their mental defenses gently, looking for an opening. When you turn to the boogeyman a wall of will rises up before you, black and impenetrable, the figure shrugging off your mental probe without effort. The others are much more susceptible. You get feelings of discouragement, of hunger, of fear from them, but everything is overridden by a reverence for the boogeyman, a reverence bordering on fear and rage. They are uniformly straining to see what he will command of them.[/sblock]

Narine: [sblock] You can hear whispers passing from Feiran to Adinal from where they stand in front of you. You can't make out what she's saying - and Adinal appears to have replied through the mindlink like a sensible person - but you catch your name in the words.

Also, you have gradually become aware of a wet, sticky spot on your forehead where the eye touched you.[/sblock]

Cagthail: [sblock] Your ears, alert for trouble, find something suspicious from an unexpected quarter - a whispered conversation flowing from Feiran to Adinal and from Illira to Feiran and back again. Go read the appropriate spoilers in posts 266, 269, and 271.

You aren't really familiar with this "far realm" of which Feiran speaks, but you have heard rumors of the Droman paranoia about this supposed place. It's an occasional joke among Caelder nobles when their paranoia gets out of hand and a witch hunt ensues. You've always heard it spoken of as one of the curious foibles of your neighbors, but Feiran's tone is one of deadly seriousness.[/sblock]

The moment seems frozen, briefly, as the cloaked one's gaze pans from the spot he was watching inside the Sheets and up to your party. With seemingly languid slowness, the figure raises an appendage, obscured under the flailing tatters, and points at your party.

As though this was all they had been waiting for, the crowd, cautiously edging forward before, surges ahead with purpose, producing rusty knives and crude clubs from under their rags as they advance towards you.

Illira: [sblock] When the crowd moves forward, you notice that the other-planar creatures you noticed when you cast see invisibility are moving with greater agitation. They still seem to have no specific purpose, but it is clear that they are sensitive to something happening on your plane. [/sblock]

Better go ahead and get initiative rolls now. Since everyone has emerged from the Sheets, and you've all decided to make a break for it, everybody needs to roll. The cloaked figure - henceforth "Boogeyman" - has a 16. There are so many of the dirty crowd-folk that I'm simply going to have a clod of them go at 20, 15, 10, and 5. A "clod" for this purpose will be 1d10 of the buggers close enough to do something, or more or less depending on what you do.

Due to the rain, the large number of opponents, and the general similarity between the opponents, nobody but the party and the cloaked figure will get their own square on the map. You can take a move action to assess the area; a DC 15 Perception check will get you a much better sense of what's going on in that round. A -15 makes it a free action, if you can hit DC 30 with your Perception bonus.

The ground is slick with mud, so any movement more difficult than taking one move action in a round requires a DC 10 Balance check. Fail it and you lose the move action or take a -4 on the attack(s) you're making. Fail by 5 or more and you lose the rest of your actions for the round and end up prone.

The rain imposes a 10% miss chance within five feet, and a 20% miss chance further out. Perception penalties for distance are worsened to -1 per 5 feet as well (though this doesn't apply to the general-lookaround check I noted earlier). The lighting is fine, though, so you don't need any special vision abilities to navigate.

Squeezing through the gap between the Sheets and the next building over is DC 15 for half speed, or 20 if you want to try to do it at full speed. No Balance checks, though, as Cagthail pointed out.
 



*Narine idly rubbed at her forehead, trying to get the sticky stuff off of her, and was about to mention the rather odd experience in the bar to Feiran and Adinal when things abruptly came to a head. With a start, she jumps backward, and looks around for a place to get above ground. If she can, she will run right up the wall of the Three Sheets tavern, getting to the roof if she can, or a balcony if she can't. She also gives Dros a call to "Hide!"*

OOC - Initiative 20. Movement of 45 feet, Narine will use her Up The Walls feet to get to the roof of the tavern if she can, or to a balcony, open window, or other kind of ledge if it's too tall. She'll take a double move if necessary.
 

Zerth - Hm, yeah, I had forgotten. Bad me! To make up for it, anyone who's already rolled initiative will get a cookie, in the form of the best of two initiative rolls, one by me and one by you. I shall handwave this as unusual preparedness prior to the start of combat.

So, then. Initiatives:


Narine/Dros: 20
Mob 1: 20
Feiran: 19
Adinal: 19
Cagthail: 17
Boogeyman: 16
Mob 2: 15
Illira: 14
Mob 3: 10
Mob 4: 5

Narine
You rub at your forehead for a bit, but the slimy spot doesn't seem to be rubbing off easily. You can't tell if it is visible or not, or what it looks like.

Narine heads up to the top deck of the Sheets to the Wind, scrambling quickly up the improbable angle of the ship's hull with her mental talents. Due to her enhanced speed, Narine makes it all the way up in time to get a clearer vantage on the whole area. The slick wood poses something of a problem, but Narine makes it up without mishap.

[sblock] You startle the few diners on the top deck with your sudden appearance, but of more concern is the scene on the street below, where the mob, nonplussed by your sudden retreat, is moving to engage your group. You still have a standard action. Note that you have the option of scoping out the area from this higher vantage point.[/sblock]

Dros stares back up at you, unsure of how or where he should be hiding. He wavers for a moment before ducking back into the Sheets.

Mob 1
Wide-eyed with rage, the crowd hurls themselves at you, seemingly without regard for their own safety, flailing indiscriminately with whatever they have in hand. Cagthail and Adinal are the brunt of most of their flailing attacks, as the rest of you have just emerged from the Sheets. Stepping backwards before the sudden fury of the mob, they each sustain a series of minor contusions and cuts, despite their best efforts, and Adinal catches a ringing blow from a club. {Cagthail takes 9 damage, Adinal 11.)

The Illira and Feiran find their allies pushed back a little into them as the press of bodies smashes into them, and do not completely escape the massed crowd either. {Illira takes 7 damage, Feiran 6.}

In the rain and confusion, it's difficult to tell how many assailants there are, but since (I'm assuming) nobody has drawn a weapon yet, you are unable to take advantage of the crush of bodies.

{OOC: Ouch. Bad time to max out the random number of moblings roll.}

Next up is Feiran, Adinal, and Cagthail!
 
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{GAH!}

{Natural 1 versus natural 20! I hate you.}

Just as Adinal is beginning to feel the press of the crowd, there is a brief moment of confusion, as something happens to those menacing him, causing the crowd to lose its momentum for a moment. {Negate... 9 damage!? Aargh...}

[sblock] Okay, one of the mob is your to do with as you will. May I suggest a meat shielding? If you do, you'll also be out of AoO range for the moment. [/sblock]
 
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Oh, talking to Demon on MSNIM, I just realized I forgot something: you're in a small cluster just outside the Sheets, and these guys form a ragged semicircle around you. They're undisciplined and uncoordinated, though, so any AoOs you incur are at -4 to their attack. Also, you can push through a square of them pretty easily if you haave a weapon out, though that's an AoO, of course.

Also, regarding the semi-crawlspace between the Sheets and the next building over. It's pretty much right next to you, so you can head right in. You make an Escape Artist check, or a straight Dex check, to see how far you get. 20 feet means you retain your full movement rate, a 15 halves it, and anything less means you only get a 5-foot step.
 
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(OOC: I am teh awesome. Also, I am posting ahead of Feiran cuz I'm horrible at posting on a regular schedule [as you all know])

Adinal notices the crowd moving towards him and creeps backward fearfully. As he does so, one man in the crowd loses the scowling look on his face, turns to the people next to him and leaps atop them. As a result, Adinal is relatively unhurt by the attacks of the crowd. It is still enough to make him wince however.

Adinal faces the crowd with confusion in his face at the strange thing that just happened. However, he doesn't waste the opportunity and closes his eyes for an instant. When he opens them again, they glow with silver fire. A circle of silver glows around his head for a second and then dissipates into smoke.

Seemingly satisfied with his efforts, Adinal turns to the gap that Cagthail indicated and moves towards it, coming dangerously close to a small group of commoners as he does so.

(OOC: Adinal feeds you simple directions to Khorvaire over the next couple rounds through the mindlink. He will assume you follow him initially. He almost expects to be separated, knowing the streets of Dromus as he does.)

DM: [sblock]Used the Dominated dude as a meat shield of sorts...body-check for flavor. Please re-post damage dealt to me?

Manifesting Disable with no augmentation for a cost of 1 pp. Still in relatively close range with the mob I hope. Points left: 39

Disable
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 1
Display: Visual
Manifesting Time: 1 standard action
Range: 20 ft.
Area: Cone-shaped emanation centered on you
Duration: 1 min./level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You broadcast a mental compulsion that convinces one or more creatures of 4 Hit Dice or less that they are disabled (see page 307 of the Player’s Handbook). Creatures with the fewest HD are affected first. Among creatures with equal Hit Dice, those who are closest to the power’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Creatures that are rendered helpless or are destroyed when they reach 0 hit points cannot be affected.
Creatures affected by this power believe that they have somehow been brought to the brink of unconsciousness and must act accordingly. While it’s possible for an important nonplayer character to attempt some sort of “heroic” action, common NPCs and creatures under the effect of this power typically cower or retreat.
Any creature that attempts to take a standard action immediately breaks the compulsion and can act normally. A creature that attempts to heal itself or that receives healing is likewise freed of the compulsion, and if it is not actually wounded, the healing is wasted. A creature that takes damage is also instantly freed of the compulsion (although the damage still counts against its actual current hit points).
Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet and its save DC increases by 1.
In addition, for every additional power point you spend to increase the range and the save DC, this power can affect targets that have Hit Dice equal to 4 + the number of additional points.

After manifesting the power, he moves for the gap Cagthail mentioned, risking an AoO from a (hopefully) disabled mob-person. <shrug> Dex check - 14. Hell.[/sblock]

As Adinal gets himself slightly stuck in the crawlspace, you hear a faint mutter.

"Hell."

(OOC: Dammit! 14 on the Dex check. Hope this doesn't kill anyone.)
 
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