Six From Gate Pass - A War of the Burning Sky Campaign (3.5)

Kirio raises his arms, begins to hum and his eyes seem to glow bright green for a brief moment as he motions towards the impostor, he finishes what sounds suspiciously like a short tune as he moves towards the bottom of the stairs (L 6) and a dazzling mist eminates from his fingers in the elf's direction...

OOC: finish casting Daze, DC check 13
 

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Arnir sees that Kirio's spell was ineffective, and closing his eyes he softly speaks arcane words. As he does, the glow from his bow flickers softly and some of the glow seems to detach and the faint glow, no bigger than a firefly zooms towards the elf.

OOC: The DC for Daze is 14


Seeing that the spell was ineffective, Arnir calls out to the rest of his party "Let's try not to kill this sodding bastard...he may know something!"
 
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"You little bastard!"

Bannock is impulsively enraged at the trickery and, with little forethought, runs up the stairs as fast as he can manage, brings the point of his glaive up towards the elf's neck, and peering savagely in the flickering light at the small man, actually growls at him.

"Put that sewing needle away while you still have an arm left to grasp it."

OOC: Double move to J-3.
 
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"Sorcery!!!" says Alric as if he is spitting something vile and repulsive from his mouth. His shoulders tense and rise like hackles at the mounting anticipation combat, yet he perceptibly cools for a moment, regains his composure, realizes something is strange about an elf being involved in this situation and addresses him: "You court much bloodshed elf! Drop your weapon and surrender and we promise not to harm you. There may yet be a way to reason through this situation, but if you continue I promise you this: ... you will not survive." And stares down the elf with restrained cold murder in his eyes.

OOC: Alric moves to K4 drawing his sword simultaneously. His last statement is an attempt to intimidate the elf.
 
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The Elf's face drains of colour. He looks to the nearby open door, then back at the group of armed adventurers. He makes a quick decision and drops his rapier to the ground before throwing up his hands in surrender.

He speaks over his shoulder in a strange tongue: "Bhelel sz bnielct act yelhh zuon salyeln ub sz vaqyonel. Zuo vaccuy relhq sel cuf."

GM: So the first rules issue has emerged. I just want to let you all know what was discussed between Alric and I. When you use the intimidate skill, you have two options: 1) change someone's behaviour after 1 minute of conversation; or 2) demoralize them in combat. Alric attempted to use the first option in combat. This is actually not covered b the rules. I consulted the Wizards of the Coast FAQ for D&D 3.5 and scoured Enworld for interpretations. I also consulted other DMs. In the end, its still clear that its up to DM ruling. So, I examined the next skill that had the closest similarities, which is diplomacy. Diplomacy has a "rushed" rule which lets you try to change behaviour at a -10 penalty. This was the ruling that was made. Alric's intimidate happens at a -10 if he is trying to force a surrender as a standard action. This is also the ruling I will use henceforth. I also considered the fact that Bannock has just charged up the stairs yelling terrible things and wielding a large stick. So I granted a roleplaying bonus of +2 to Alric. So at the end of the day, Alric's role was 11 (19 - 10 + 2). The elf failed his opposed check with a 7.

Initiative/Combat has ended and you're back to conversation. The elf is at the top of the stairs with his hands in the air.
 
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Alric stare's at the elf, his jaw clenched and his face ashen with unyielding determination of purpose. His sword is still in hand but for the moment it rests, point down, at his side.

"Who are you? What are you here for? Where is Rivereye Badgerface? Answer quickly and don't move a hair or try a spell or the large glaive-wielding man in front of you will use you to sharpen his blade."

OOC: I don't know whether I need another check here or not. So, I'll just wait until he's uncooperative.
 


Lars remains below, near the lockers, and out of sight of the mysterious elf, and of the entrance, keeping an eye on the top of the stairs and the entrance. (I8)
 

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