| Post/Author/DateTime | Post |
|---|---|
| MitzaVolchenko02-03-06, 05:02 PM | This miniquest is for Elizar the Amiable(ECL3). If you are not Biota or myself, please do not post here until the quest is completed. Elizar is seeking a worg ally. Quest Log Week 1: Elizar talks the worg into coming back with him. Resources Used Week 1: His free clothing torn up for bandages...please replace these or remove them from your sheet and get ugly chaffing from your armor. Rewards Week 1: 600xp/600gp worth of misc trinkets in the bag. You may add Wyrmheart as a Worg ally. Please note the restrictions on bringing allies into the arena as a Worg is CR2. |
| MitzaVolchenko02-03-06, 05:04 PM | Elzar the Amiable I'm your only friend... Size/Type: Medium Humanoid (Human) Classes: Rogue 3 [ECL 3] Gender: Male Alignment: Lawful Neutral Experience: 3200 / 6000 Free Action: earning money picking pockets (sleight of hand), 57gp. STR...10 [+0]...(2 pts) DEX...16 [+3]...(10 pts) CON...12 [+1]...(4 pts) INT...16 [+3]...(10 pts) WIS....8 [-1]...(0 pts) CHA...16 [+3]...(10 pts) Hit Points: 16 [6 + 2*3.5 + 3] AC: 17 [+3 dex, +4 armor], Touch 13, Flat 14 [+4 chain shirt] +1 vs. traps Initiative: +3 [3dex] BAB/Grapple: +2/+2 [+2bab, +0str] Speed: 30 Saves: Fort +2 [rog +1, con +1] Refl +6 [rog +3, Dex +3] [evasion] [+1 vs. traps] Will +0 [wis -1] Attacks: [weapon finesse] [Ma] cold iron rapier....+6 melee.......1d6...[18-20/x2][+2 BAB, +3 dex, +1 Ma] cold iron dagger.........+5 melee.......1d4...[19-20/x2][+2 BAB, +3 dex] spiked gauntlet..........+5 melee.......1d4...[20/x2][+2 BAB, +3 dex] shortbow.................+5 ranged......1d6...[20/x3](60 ft. range increment)[+2 BAB, +3 dex] Feats: [Human] Negotiator (+2 to diplomacy and sense motive checks) [1st level] Weapon Finesse (use dex instead of str for bonus to hit in melee) [3rd level] Skill Focus (diplomacy) (+3 to diplomacy checks) Racial and Class Abilities: Human: 1 extra feat at 1st level. Human: 4 extra skill points at 1st level and 1 extra skill point at each additional level. Human: Favored Class: Any. Rogue: trapfinding (able to locate magical traps with the search skill) Rogue: sneak attack +2d6 damage (3rd level) Rogue: trap sense +1 (bonus to reflex save and +1 dodge bonus vs. traps) Rogue: evasion Skills (72 rogue): +14..diplomacy.........[6 ranks, +3 int, +3 sk. focus, +2 negotiator][6 rog] +6..disable device.....[1 ranks, +3 int, +2 [Ma] tool]..[1 rog] +7..escape artist......[4 ranks, +3 dex]................[4 rog] +9..forgery............[6 ranks, +3 int]................[6 rog] +9..gather information.[6 ranks, +3 cha]................[6 rog] +9..hide...............[6 ranks, +3 dex]................[6 rog] +9..intimidate.........[6 ranks, +3 cha]................[6 rog] +5..listen.............[6 ranks, -1 wis]................[6 rog] +8..move silently......[6 ranks, +3 dex]................[6 rog] +6..open lock..........[1 ranks, +3 dex, +2 [Ma] tool]..[1 rog] +9..search.............[6 ranks, +3 int]................[6 rog] +1..sense motive.......[0 ranks, -1 wis, +2 negotiator].[] +9..sleight of hand....[6 ranks, +3 int]................[6 rog] +5..spot...............[6 ranks, -1 wis]................[6 rog] +9..tumble.............[6 ranks, +3 dex]................[6 rog] Speaks: common, abyssal, infernal, undercommon [3 from starting int bonus] Equipment: Nobles outfit and signet ring...........[] [Ma] mithril chain shirt (Armor)........[10 lbs] [Ma] cold iron rapier (Weapon)..........[2 lbs] shortbow ...............................[2 lbs] cold iron spiked gauntlet ......,,......[1 lb] [Ma] thieves tools..............,,......[2 lb] Expendable Items: Quiver with 20 Arrows...................[3 lbs] 20 cold iron Arrows.....................[3 lbs] 20 silver Arrows........................[3 lbs] Oil of magic weapon............[(CL 1)].[0.1 lbs] Potion of hide from animals....[(CL 1)].[0.1 lbs] Potion of hide from undead.....[(CL 1)].[0.1 lbs] 2 alchemist fire........................[2 lbs] 2 bags of caltrops......................[4 lbs] Potion of invisibility.........[(CL 3)].[0.1 lbs] Allies: 2 guard dogs, Small Fry and Little Turanga Small Animal Hit Dice: 1d8+2 (6 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/-3 Attack: Bite +2 melee (1d4+1) Full Attack: Bite +2 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Qualities: Low-light vision, scent Saves: Fort +4, Ref +5, Will +1 Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +7, Listen +5, Spot +5, Survival +1* Feats: Alertness, TrackB Challenge Rating: 1/3 Level Adjustment: - Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent. [B]Equipment at Home: cold iron dagger .......................[1 lbs] 1 alchemist fire........................[1 lbs] Miscellaneous Statistics: Encumbrance: 0-33 (light), 34-66 (medium), 67-100 (heavy) Weight carried: 32.4 lb tbd tbd [font=courier new] ...3000.0 initial gold ..+XXXX.X income from fight #1 ---------------------------------- ...xxxx.x subtotal (total income) ..-2332.0 initial purchases ---------------------------------- ...0668.0 total remaining 3200 xp to start ----- 3200 xp total Past Expenditures: Used: Purchased: Sold: Initial Gear: total=2332 gp [Ma] cold iron rapier............340 gp mithril chain shirt..............1100 gp shortbow.........................30 cold iron dagger.................4 gp cold iron spiked gauntlet........10 gp oil of magic weapon..............50 gp potion of hide from undead.......50 gp potion of hide from animals......50 gp 2x bag of caltrops...............2 gp 3x alchemist fire................60 gp potion of invisibility...........300 gp Quiver with 20 Arrows............1 gp 20 cold iron Arrows..............2 gp 20 silver Arrows.................3 gp Nobles outfit....................80 gp Signet ring......................100 gp 2 guard dogs.....................50 gp Fight Results none yet |
| MitzaVolchenko02-03-06, 05:14 PM | Elizar travels out of the city seeking a worg to aid him in his endeavors. Making his way out to the far end of the Mole Plains, Elizar comes across the traces that the inestimable Gnosha of the Mole Plains told him he would find. Worgs are not very stealthy when they are in their home territory...at least not on the food rich Mole Plains. As he makes his way up a low rise, he crests it to see a tall rock overhang that hselters a gully. The clear area before the overhang is about 30' square and there is another 20' square under the overhang which is about 20' high for ceiling. Slinking away from the area are a few badly wounded worgs. Remaining in the area is a lage batlscarred worg with just a hint of gray around his muzzle. He is facing off with a slightly smaller worg who is more compactly muscled. As Elizar watches, the larger worg turns his shoulder into a ferocious biting attack from the younger a fraction of a second too late and takes a gaping wound to his throat falling bleeding to the ground. The younger worg circles back, stalking cautiously toward his apparently defenseless foe. Tag! You're it. You may either submit tactics or attempt another type of rsolution. |
| Biota02-04-06, 12:03 AM | I'd like to creep around to the top of the overhang if possible. If it seems unlikely that I can get there, i.e. no cover then I'll just go ahead with my plan. If not I'll start talking right when I crest the hill. With Small Fry and Little Turanga my faithful guard dogs just behind me I call out to the would be alpha male Worg, "Good show, goos show! I see you like the taste of blood. I have something to offer you, a chance for blood and the hunt flesh of creatures of all shapes and sizes. It is also a chance for immortality. Fight along side me in the arena." Assuming I am given time to...Elzar goes on to further elaborate in simple terms about the prospect of eating the flesh of ones fallen foes but never dying. I realize that the direct approach might work, but my strong suit is talking. If that doesn't work something more underhanded will have to be done. I'm attempting to diplomacize (+14) him into joining me. If he doesn't give me a chance to do a full 10 rounds of diplomacizing I'll attempt a rushed check which is 1 round and -10 to my check. |
| MitzaVolchenko02-04-06, 07:11 PM | The young Worg whirls around to face Elizar as Elizar comes over the rise. It growls out an incoherent warning and hackles, stiffening its haunches and watching, a little winded from its recent fight with the now dying alpha. Elizar holds his hands out in a non-threatening manner and begins to speak. The worg takes a few stalking steps toward Elizar as Elizar continues to speak throughout the worg's cautious advance. Elizar makes a rushed diplomacy check trying to convince the worg to hear him out (1d20+4=18 (http://invisiblecastle.com/find.py?id=355570)), the worg becomes indifferent rather than unfriendly. Elizar continues to speak to the worg offering the glories of the arena over merely being the alpha of a pack in the middle of nowhere. He offers the flesh of his foes and comfortable housing out of the weather. Elizar makes a second diplomacy check after the first minute of description (1d20+14=21 (http://invisiblecastle.com/find.py?id=355577)) and the worg seems genuinely interested and has relaxed significantly. "What of mates? Are there mates in this Gladius of which you speak?" it growls in common. Elizar has no knowledge of any female worgs in Gladius but decides that he really wants this promising up and comer as an ally and decides to go a bit deeper. He tells the worg that he does not know, but he states his willingness to aid the worg in seeking out a truly glorious mate whenever he wishes. If you want a future quest excuse, this is a good one. He goes on to add that there are many elves to be eaten in Gladius. The worg sits down and looks as thoughtful as a bloody mass of fur and glowing eyes can. Around the edge of the area other worgs are slinking back up. They are unfriendly in stance to Elizar but not getting involved as the worg Elizar is speaking to has proven its right to lead. One of the oldest of the returning worgs walks up in a submissive posture to the worg that Elizar is talking to and speaks softly to him in worg. The worg looks at the newcomer and replies in the same tongue. Growing very still and looking over toward the fallen alpha and nods. Elizar makes another diplomacy check (1d20+14=33 (http://invisiblecastle.com/find.py?id=355594)) "I would go with you, but you must heal my fallen foe to take my place. It was by cunning that the pack took him down and by luck and strength that I took his place. Helltongue has shown that without one of us, the pack dies." Heal checks untrained (1d20-1=5 (http://invisiblecastle.com/find.py?id=355596), 1d20-1=16 (http://invisiblecastle.com/find.py?id=355597)) The old worg is in very bad shape having stabilized at -8. Elizar rips a length from his shirt and makes a botch of his first attempt to bind up the older worg, but on the second try manages a credible bandage. He explains that he is no healer, but that the bandage should keep him from dying. All around him the worgs make a circle and sit to watch. Elizar settles in uneasily and continues to watch over the old worg. It is a cold and uncomfortable camp with the circle of worgs growing and shrinking as they hunt and return. Elizar's new friend introduces himself as Wyrmheart and they talk a great deal of the glories of Gladius while the other worgs watch and listen and grumble among themselves. Wyrmheart explains that he had used cunning to talk the pack around to wearing down the old alpha and then had taken the final step. When Wyrmheart leaves Elizar to hunt, the other worgs close in but do not attack. Wyrmheart returns bearing a few new wounds and a couple of the other worgs return with deep wounds where Wyrmheart has obviously fought to prove his supremacy. After a few days the older worg is obviously going to survive and Wyrmheart digs up a bag from the base of the overhang and gives it to Elizar as they walk back toward Gladius. Not where I expected this to go, but your overwhelming diplomacy skill and your luck with that first roll won the day. Note that I allowed diplomacy in lieu of wild empathy because worgs have low human intelligence and work as NPC's in my opinion rather than animals as they have their own language and culture. |
| Biota02-04-06, 07:54 PM | As Elzar and Wyrmheart depart, Elzar hands a cork topped bottle (cure light wounds) to Helltongue and tells him, "the next time you are badly injured drink this and good luck with your hunt." My other option was to try and best this one which seemed like no sure thing, I always prefer to talk when talk will suffice and fight only when I must. Not in the arena of course :) Also I would have been fine with pouring my potion of cure light wounds down the throat of the worg to heal him. Lastly, I think allowing diplomacy skill was an okay thing for the reasons you stated, also because it is on the list of allies you can obtain using... diplomacy! :D |
| MitzaVolchenko02-06-06, 02:17 AM | Check your equipment list agan...you had no other healing option than an unskilled check or I would have used it. As it is you gain no fre action cash because you had to take too much time in the wilds to perform your thievery ;) |
| Biota02-06-06, 02:19 AM | Oy! Correct you are. I thought I had purchased one. I'll have to remedy that for this coming week. Thanks again for running. Biota |