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| Vathelokai02-16-06, 08:35 AM | This is a three week quest for Sybil ap Kalten to join The Arcane Order Standard disclaimer applies; Make comments in the Tavern or by PM. All feedback welcome. Quest Log Quest Goal: Join TAO Week 1 Failed Items used: 1 arrow, 3 charges of MM wand Spells cast/abilities used: Numerous bardic knowledge checks Items recieved: None Week 2 Items used: Spells cast/abilities used: Items recieved: Week 3 Items used: Spells cast/abilities used: Items recieved: Conclusion Sybil was defeated and captured by a Temporal Filcher, which eats almost 10 years of her time while she is unconcious. Sybil wakes up in the quest "Nimbus (redeux)". |
| Vathelokai02-16-06, 08:36 AM | Sybil ap Kalten Sybil is a 5'9" Gold eyed blonde with a wry smile and a lot of laughter in her. She is polite or bawdy by mood. http://img.photobucket.com/albums/v694/uninvitedtruth/sybilpic.jpg Female Human Chaotic Good Bard 4 (ECL 4) Earns 80gp performing as a free action. Experience: 6,163 STR...11 [+0]... (2 pts+1(4thlvl)) DEX...16 [+3]... (10 pts) CON...12 [+1]... (4 pts) INT....14 [+2]...(6 pts) WIS...12 [+1]... (4 pts) CHA...16 [+3]... (10 pts) Hit Points: 20 [6+3.5*3+4=20.5 4HD] AC 18 [+3dex, +0size, +5armor], Touch 13, Flat 15 +4 Force Screen Initiative: +3 [+3dex] BAB/Grap: +3/+3 [+3bab, +0str] Speed 30ft Saves: Fort +2 [+1 bard +1 con] Refl +6 [+4 bard +3 dex] Will +5 [+4 bard +1 wis] Attacks: Masterwork Rapier +7 melee, 1d6 [18-20/x2] +3 dex + 3 BAB +1 Mwrk Whip +6 melee, 1d31 - Non lethal [20/x2] 15ft Reach,+2 disarm attacks +3 dex + 3 BAB Masterwork Shortbow +7 ranged, 1d6 [20/x3] [60' range]+3 dex + 3 BAB+1Mwrk 1 No damage vs +1 armor or +3 Natural armor Feats: Point Blank Shot [human] Rapid Shot [1st lvl] Weapon Finesse [3rd lvl] Bardic Music: Standard Action. Apply Perf to below Bardic Knowledge: Quest/Camp know area stuff Countersong: Counter Sonic Effects 30' Fascinate: Perform Check=Will Save to Resist. Fascinate is an enchantment/mind-affecting ability. Inspire Courage +1 +1 morale vs. charm,fear; +1 morale attack and weapon dmg rolls Inspire Competence ally gets a +2 competence bonus Skills (62 Bard): No ACP32+4+9+9+9=63 +9 Knowledge-arcana [7 rnks, +2(INT)] [7bard] +8 Tumble [5 rnks, +3(DEX)] [5bard] +10 Perform-Sing [7 rnks, +3(CHA)] [7bard] +8 Listen [7 rnks, +1(WIS)] [7bard] +10 Hide [7 rnks, +3(DEX)] [7bard] +10 Move Silently [7 rnks, +3(DEX)] [7bard] +10 Use Magic Device [7 rnks, +3(CHA)] [7bard] +7 Appraise [5 rnks, +2(INT)] [5bard] +7 Sense Motive [6 rnks, +1(WIS)] [5bard] +8 Bluff [5 rnks, +3(CHA)] [5bard] +1 Spot [0 rnks, +1(WIS)] Speaks Common, Draconic, and Elven Spells per Day: [3/3/1] [Spell levels: 5; Cast: 2] 0: [DC 14] Read Magic, Mage Hand, Detect Magic, Daze, Resistance, Lullaby 1: [DC 15] Sleep, Cure Light Wounds, Expeditious Retreat 2: [DC 16] Silence, Hold Person Buffs and Prefight actions: Equipment: Entertainer's Outfit Mithril Shirt +1 [10 lbs][2100 gp] Masterwork Shortbow [2 lbs][330 gp] Masterwork Rapier [2 lbs][320 gp] Quiver with 38 arrows [5.7 lbs][2 gp] Spell Component Pouch [2 lbs][5 gp] Masterwork Medium Manacles [2lbs][50gp] [B]Expendable Items: [CL] Wand of Magic Missile (49) [(CL 1)] [.1 lbs][750 gp] Tattoo of Force Screen (1) [ML 1] [100gp] 2*Tanglefoot bags [8 lbs][100gp] Wand of SummonMonster I (50)[(CL1)][.1lbs][750gp] Wand of Cure Light Wounds (50)[(CL1)][.1;bs][750gp] Whip [2 lbs][1 gp] Scroll of Cure Light Wounds (4)[CL 1] [- lbs] [100gp] Equipment at Home: Gold: 422gp Miscellaneous Statistics: Encumbance: 0-38 (light), 39-76 (medium), 76-115 (heavy) Weight carried: 34.0 lb Small Animal Hit Points: 6 [1d8+2 HD] AC: 19 [+3 Dex, +1 Size, +1 Natural +4 armor], Touch 14, Flat 16 Initiative: +3 [+3 Dex] BAB/Grap: +0/-3 [+0 BAB, +1 Str, -4 Size] Speed: Land 40’ [Base 40] Attack: Bite +2 Melee (1d4+1) Full Attack: Bite +2 melee (1d4+1) Space/Reach: 5ft / 5ft Special Attacks & Special Qualities: Low-light vision, Scent Abilities: STR 13 +1 DEX 17 +3 CON 15 +2 INT 2 -4 WIS 12 +1 CHA 6 -2 Saves: Fort +4 [+2 Animal + 2 Con ] Refx +5 [+2 Animal + 3 Dex ] Will +1 [+0 Animal + 1 Wis ] Skills: Jump +7, Listen +5, Spot +5, Survival +1 Feats:Alertness, Track Encumbrance: 0-50 lbs (light), 51-100 lbs (medium), 101-150 lbs(heavy) Tricks: Trained for War (Defend, Attack, Come, Guard, Heel, and Down) Equipment: Chain Shirt Barding [12.5 lbs][200 gp] Character Background: Sybil was born to a good family that considered anything but a good marriage to be a bad choice for a daughter. However, music once found willnot be denied, and it wasno great tick to sneak out and join the travelling show. Sybil stays a step ahead of her family and usually on the right side of law. Gladius is just another in a series of interesting places.She wears flamboyant colors and always has a matching plume in her black felt hat. Will always send tactics. +3,200[B]Starting Experience +2,963 Experience Won -0Experience Spent +6,163 Total Experience Fights results: ECL3 FFA (http://boards1.wizards.com/showpost.php?p=8139991&postcount=924)ECL FFA Part II (http://boards1.wizards.com/showpost.php?p=8140085&postcount=925) Grasshopper (Greezer) vs Aerryl (MindWandererB) vs Sybil (MitzaVolchenko) vs Amaryllis (Snommelp): Dracazar (loss) [+300 XP] [+300+57(perform) gold] FFA ECL3 (http://boards1.wizards.com/showpost.php?p=8195398&postcount=984) Sybil vs. Fjord vs. Kendal vs. Almaar: Snommelp (loss) [+375xp] [+375+57(perform)=432gp] ECL3 (http://boards1.wizards.com/showpost.php?p=8248187&postcount=36) Sybil vs. Challack (DTFarstar): Warclone (win) [+900xp] [+900gp+57gp(perform)=957gp] ECL3 (http://boards1.wizards.com/showpost.php?p=8283782&postcount=65) Sybil vs. Ba'al (Book5): Macbrea (win) [+788xp] [+788gp+57gp(perform)=845gp] EC3 (http://boards1.wizards.com/showpost.php?p=8353040&postcount=122)Sybil vs. Death (NiQil): Kagain (loss) [+300xp] [+300gp+57gp (perform)=357gp] ECL3 (http://boards1.wizards.com/showpost.php?p=8480425&postcount=233)Sybil vs. Rokk Ohn: Vathelokai (loss) [+300xp][+300gp+57gp (perform)=357gp] Past Expenditures (tot. 1650gp): Gold Tracking +67 leftover from initial equipment purchase +300gp loss to Grasshopper/Aerryl/Amaryllis +57gp performing -100gp replace Tattoo of Force Screen +375 loss to fjord/almaar/kendal +57gp performing -100gp 2*tanglefoot bags +900gp win over Challack +57gp performing +788gp win vs. Ba'al +57gp performing -100gp replace Tattoo of Force Screen -1000gp enchanted mithril shirt +300gp loss vs. death +57 gp singing -50 gp manacles -100gp replacetattoo of force screen -750gp wand of summon I -750gp wand of clw +300gp +57gp performing --------- 422gp total XP Expenditures None Item Charges/Unreplaced Scrolls/Tattoos/Potions/Ammo 1 Charge Wand of Magic Missile (CL1) (49/50 remaining) 4 Arrows |
| Vathelokai02-16-06, 08:38 AM | Sybil was sitting in the upstairs lobby of the hotel that TAO used as their headquarters. She had been invited by Hennan, she remembered, many weeks back. She was still here somehow, a fact that was both interesting and alarming to her. The overly plush and velvety couches (most likely magicly enhanced) were a great spot to watch the commings and goings of the wizards. Vandalar, the magister (as the school called their headmaster) came through the room only once every day or so. He never had an expression on his face. It wasn't a bland or bored expression, it was a calculated lack of expression. He greeted Sybil once, and if he ever noticed her again he didn't let on. It seemed to be his way; unless discussing business he seemed to notice no one. Auburn, the diminuitive gnome seemed to come through every couple hours. That was until a few days ago when the note had been delivered from Aranor. Something unusual had happened; Aranor claimed madness had pushed him to attack the gnome. He had sent in his resignation. Strangely though, Auburn had never shown back up. Somehow the coffee adicted summoner had not been revived by the nimbus, or perhaps had gone into hiding. Since that incedent the tone of the guild had become somber. The newer faculty such as Finrod and Histal seemed not to notice, but older hands like Joad and Hennan had become concerned that she had not returned. Even the raskal halfling Tan, who had had some public disagreements with Auburn, had taken notice. Despite the mood, business went on as usuall. Classes were held, speaches were given, bulletins were posted. Sybil had requested a position with the guild on Hennan's recommendation. Hennan's apparent 'job' with the guild revolved around collecting gossip from around the city. As side projects he would fight in the arena (sponsored by his guild) and sometimes tutor apprentices who were having trouble with pronunciation of arcane phrases. Room and board was entirely covered. There was no contract; he could come and go as he pleased. It was a rather sweet deal. After setting up an interview with Cali, the abjurer and hiring director, Sybil was given a room at the hotel for the week. Thus, she had engaged in some people watching upstairs with the guild, and some rabble rousing downstairs in the public tavern. It's past my bed time. If you could throw out some 'day in the life' stuff it would be appreciated. I havn't seen much of sybils personality. My next post should be your first assignment and the start of the action. |
| MitzaVolchenko02-16-06, 08:29 PM | The sleepy pattern of the guild's life was a nice change of pace. Sybil thought about the people around her and considered their varied motivations as she worked on the phrasing for a new ballad cursing the need some oversized brutes have to paw at women. That note had been interesting, but it seemed to cause little stir in the guildhall. She had never met the gnome that she knew of...she thought she had seen Aranor a few times, but she wasn't certain of that. A loud guffaw through the floor from the tavern below caused Gleason to raise his head and look at his mistress. She patted him on the head absently, and smiled, "You are right old friend, I am brooding, aren't I? Let's go see what is happening downstairs." Settling her weapons about her person in a more dramatic and less useful fashion, Sybil stood and padded downstairs into the tavern with Gleason at her side. She thought she might ask a few discreet questions about Auburn and if nobody knew anything here, she'd just do a good old fashioned bar crawl and see what she could come up with. She might not learn anything, but it would be better than the peace and quiet at the moment. |
| Vathelokai02-17-06, 02:21 PM | Gleason leads the way down the stairwell and into the tavern. The room is very large, with high ceilings and double doors that lead directly out to the street. Most of the floorspace is taken up by small round tables. The bar runs the lenght of the north wall. There are around ten people in the bar, most of them regulars who live in this district of town; work-a-day wizards with real jobs, drop outs from the order who still like to sit in on lectures, adept wannabes. Sybil slides up to the bar and reels in a talkative halfling with a couple winks and some free ale on the TAO tab. After a less then rousing conversation about the school, the emperor, and how well the halfing has decorated is appartment (you should come see it *wink*), Sybil brings up the number of strange things that seem to happen to the veteran teachers of TAO. Not wanting to diappoint his (not so) captive audience, he starts in... "Sheesh, I can't think of one of them that hasn't been jumped out in the street. Like the big Van; him and Talari and Va'ria... there's something going on there. And Tan! Man oh man, can that guy start a fight. He's started a fight with everyone in this building. I heard one time he got on Auburn's nerves and she laid him out. She' a mean one, that gnome. I wouldn't ever want to tangle with a witch that drinks that much coffee. Am I right? I guess somebody did though, with that commotion over by the warehouses. You didn't hear? Well my cousin tells me that that cloaker Aranor and Auburn got into something. Sounds to me like they had some falling out. Aranor was going to give her a chomping, but that dwarf Ashur showed up (Ashur and Auburn go way back) and scared Aranor off. Strangest thing... I can't imagine why they'd all be fighting on the corner of Namurti and Arjuna. Not a damn thing there; but then, that's a sure sign that wizards is up to something, if there's nothing to notice. Am I right?" |
| MitzaVolchenko02-18-06, 11:53 AM | "I am sure you are right," Sybil's tone has a teasing hint implying that she thinks the opposite while her mind works on the information. While she allows the halfling to protest that he is indeed right, she considers the area he's talking about wracking her Bardic Knowledge (1d20+2=16 (http://invisiblecastle.com/find.py?id=368281)) for anything that might be odd about the area. Noticing that Gleason is gnawing on a bar stool she orders him back upstairs. |
| Vathelokai02-18-06, 02:36 PM | Gleason lowers his head and padds his way back up the stairs. Sybil thinks about it, and can't think of anything notable about the location. She knows that many of the TAO teachers and staff keep private residences. Some of them teach classes there, others just like the privacy. Pretty much the entire street of Namurti is warehouses; it's one of those short streets, dosn't lead in or out of the district. Arjuna is a small street away from the major thorough fares. Why anyone would be in that area is beyond the bard, but the fact that 2 powerfull wizards and 2 of the city's well known fighters had a showdown there is a bit intreaguing. |
| MitzaVolchenko02-19-06, 05:19 PM | Sybil will promise to have a drink with the halfling another time and then slip out into the streets. Watching for followers she'll make her way to that area. Once there, she'll pick the closest tavern to that intersection and see what she can dig up closer to the scene. |
| Vathelokai02-19-06, 05:48 PM | Sybil heads out into the afternoon sun. She weaves to and fro through side streets until she finds Namurti. It's a wide street, designed for carriages and cargo. There is plenty of trafic, since it is a workday. Further down the road she finds the intersection with Arjuna. The trafic has slowed down at this area, since it is closer to the end of the street, but she can still hear some people working in some of the large warehouse buildings. Sybil notices one of the buildings is a bit odd. There is a slight glow in the cracks of the mortar. It's nearly impossible to see in the daylight. She recognizes (http://invisiblecastle.com/find.py?id=369372) it as the rubbing of two magical fields. There are many spaces in the Red Lion that have that type of glow. Wanting to think abit, Sybil moves on to the end of Namurti street. There is a cantina there. They serve harder drinks in the evening when the laborors of Namurti end their work, but now they are serving more refreshing drinks to workers on break. She sits down for a drink and casually asks some questions (http://invisiblecastle.com/find.py?id=369378). A couple of the workers have heard about a fight, something about wizards, but they seem to know nothing specific. One of them, who appears to be a foreman or something, heard that Auburn was involved, and only remembered it because he's seen here come by; but only on off hours when the forman was inspecting things, never durring the work week. Sybil gets the impression that the foreman has seen her come by pretty often and that he never thought twice about it. After a bit the foreman orders all of his men back to work. Half the cantina leaves, and a few minutes later another group comes in. |
| MitzaVolchenko02-21-06, 09:07 PM | Sybi wil wait and see what she can learn from the new roup. when work settles down for the day, she will take a quiet recon of the odd building. Sorry Ihave been slow but my lungs are not cooperating withme and work has been almost more than I could manage this week. |
| Vathelokai02-23-06, 08:58 AM | I'm not doing too well in the lung department myself. Looks like we might have to make up some time via IM or something next week. None of the next group of workers has ever heard of Auburn (http://invisiblecastle.com/find.py?id=372334). Finding out nothing she dosn't already know, Sybil decides to spend a couple hours alternating between singing for the crowd and harvesting gossip. The sun starts to lower and the barkeep breaks out the first ale keg of the night as the bulk of the workers end their workdays. Sybil slips out the side door and makes her way back to the strange building. It's a long building and the roof is only 10 ft tall. It looks like a windowless warehouse with carriage sized double doors at each end. The end doors are heavily chained and locked. Sybil searches around (http://invisiblecastle.com/find.py?id=372348) the outside of the building. She finds a spot where there are foot tracks leading up to the wall. She feels around on the wall. As far as she can see (http://invisiblecastle.com/find.py?id=372356) it is a flat wooden wall, but she can feel a door frame and a handle. It's a very short door, hardly 4 feet at the top. With hardly any fidgeting at all the door opens. She cannot see it, but she can feel the open space and the cool air. Feeling brave, she pushes through the illusion and steps inside. The lighting is very dim, only some dancing lights and everburning torches. The building seems to be one huge room. There are two lofts at either end, about 6 feet up; they look more like overhead shelving than anything else. Everything inside of the building is built in minature; the tables are 2 feet tall, the chairs are quarter sized. There appears to be alchemical equipment or something like it on many of the tables. The opposite wall, one of the long walls, is lined all the way along with makeshift shelving made from wide boards sitting on evenly spaced crates. Most of the shelving is empty. There are probably 20 or so books, a heaping pile of scrolls, and a miriad of jars. At second glance Sybil sees what looks like (http://invisiblecastle.com/find.py?id=372362) a water clock set in the middle of much alchemy equipment. Peeking up into the lofts, Sybil sees lots of gears and pendulums; perhaps other parts of clocks. |
| MitzaVolchenko02-24-06, 11:28 AM | Sybil slips into a hiding place and listens and watches for any sign of movement thenl casts Dect Magic and studies the area with her altered sight. |
| Vathelokai02-25-06, 04:38 AM | Sybil looks around for a defendable position. She spots some crates at the far end of the barn like structure, under one of the lofts. She cautiously walks over and puts them between her and the door. She casts her detects spell and spends a minute scanning the room. There are a number of magic auras; some of the scrolls on the shelves, the clock sitting next to the alchemy equpment. There is a tiny faint aura in the pile of scaps in the loft, but she cannot see what it is. As she is scanning, for a brief second she feels a much larger blip, then it disapppears. She thinks it might be nothing and continues her searching. Almost a minute later the same thing happens, as though some kind of magical presence was appearing for only a second, then disappearing. As Sybil is contemplating making her way to the door, the presence appears again, but dosn't disappear this time. After a moment she pinpoints it, up on the ceiling, but she dosn't see or hear anything. Amazingly, neither of you spotted or heard each other. I stoped linking the rolls; they are all at SybilQuest (http://invisiblecastle.com/find.py?u=sybilquest&page=1&n=20) |
| MitzaVolchenko04-30-06, 09:40 AM | Sybil slips her bow out, remaining in her position to maintain cover and readies to shoot whatever it is as soon as she can target it. If the arrows don't seem to work, she'll switch to her rapier and await it closing and becoming available to strike. If all of that seems in vain, she'll risk the display that a magic missile will cause and attempt to use the wand. |
| Vathelokai05-08-06, 05:38 AM | Holy crap, a filcher... but it's gold. Are they supposed to be gold? Sybil thinks quick; The four armed, one legged monstrosities were known to grab people and kidnap them. Ruslan, a tribal poet of some fame, had been snatched by one and dropped off in the relm of ghosts. Lucky his ancestors were there to guide him home. It floated down from the ceiling, spinning to survey the room. Sybil realized she couldn't make a run for the door without getting caught. Maybe I can drive it off? Silently she readied the bow and fired at its back. Instantly a field of ephemeral energy appeared, a glowing golden blob of light around it as thought it new before hand that the arrow was comming. The arrow penetrated, slowed by the energy but still accurate. It spun around, contorting all five limbs and just as it focused its attention on Sybil it blinked out of sight. It reappeared just behind her and her defensive row of boxes. Hells! She roiled backward, dodging a flurry of claws and headed for the door while drawing her sword and wand. The creature dropped to the ground and ran straight at her, cartwheeling past her blade and tumbling into her. Sybil tried to roll with it, but the ball of limbs landed on her, pinning each of her limbs with one of its own. Sybil felt a strange tugging, like rushing forward down a hill or falling in a dream. There was a glow emanating from the filchers eyes and it was the only fixed point she could focus on. For a moment she lost herself in it. Then with a jolt she was herself again, inned down and angry. The wand was still in hand and she flicked it, firing an arcane bolt into the monster. The filcher's eyes widened from the unsuspected pain and with animal vengeance it retaliated, clawing Sybil's wand arm. She keeps striking, fighting the falling, lurching, spining sensation that the creature creates. The filcher finally decided it had enough and began pummeling her on the head, creating shooting pains and white light spots in her eyes. The mixture of sharp and numb sensations spins her mind back to the daydream, the momentum of the world spinning below her feet as she falls sideways. The lights from the window and beneath the doors come and go, mixing with the flashing headache she is accumulating. Occasionally, hands reach at her and she absently swats them away. They are inconsequential. The lights, there is a meaning, a code; they are communicating something. Why didn't I ever notice? Light always seemed so straightforward, but I was floating forward past it without realizing... wait, what? Back in her solid body for a split second she's still in the lab, but it's different. All the tools are gone, no clocks or books or crates. There is no daylight through the cracks. The roof seems to be sagging a bit. The monster is still hovering, with a golden glow of time surrounding it like a nimbus. There is an unseen, unfelt last blow as all the inconsequential things shatter and blow out like dust from her consciousness, leaving her floating in the three dimensional light of time. * * * A sharp pain in her head wakes Sybil up. Not a hangover. Horned glowing monster suddenly flashes to the visual centers of the mind. Her eyes shoot open denying the image and taking in the darkness around her. It's not a hangover, I'm alive is what it is. She sits up, unsure what to think of the dark contrast to the golden infinity. It's a bit chilly and damp. The space smells like dirt and mold, which is the same as the texture of the floor. Something in her body says it's been a few hours, mostly the stiffness of the joints. Her mind says otherwise; this is a different time. Not just a different year or era, a different type of time, like the strange sense of having no time. Maybe it's the isolation... the pure darkness. Sybil gets up, taking a couple attempts to get it right. Her backpack is still on, and she fumbles in it for a light source. Flint, steel, and torches reveal a windowless and crumbling room. There's a stair up, but it's partially destroyed and it will take some digging to get out. Best to get my head straight first. She finds her canteen and the water does wonders in clearing her head. Her weapons are gone. She vaguely remembers dropping the bow. The sword and wand must have dropped in unconsciousness. Everything else is intact. Whatever the monster wanted, it was definitely not her things. She had a whip and her summoning wand, and some tangle bags. Well, it could work in a pinch. Half an hour of dirt digging later and light came through the stairwell. A few more splintered boards and Sybil slid through the opening. The building was a ruin with no ceiling and three walls. Some faint moonlight came through the nightime clouds. Stepping out on the street she found the rest of the cityscape just as demolished. Pieces of buildings littered the streets, so of it looked like it had been pushed into barricades at the intersections of streets. Everything was still and silent. There was the scent of rain coming. Is this even Gladius? Sybil moves from cover to cover looking for some landmark. She could be anywhere after all. Damn filcher. And a quarter mile later there it was; the arena, untouched by whatever had damaged the rest of the city. Still trying to grasp it, Sybil heard a sound in the distance. Drums and marching. It was coming closer from the south. Survival became the immediate focus, and Sybil found the closest intact structure to hide in. From the second floor she watched the soldiers move in. Red uniforms, maybe fifty of them headed along the northeastern road. Sybil moves back from the window, curiosity abated, and proceeds to think. So, where to go, what to do? All rolls Here (http://www.hwx.it/wizards.com/dice.php?sid=215) http://www.wizards.com/dnd/images/xph_gallery/33559.jpg Large Aberration (Psionic) Hit Dice: 8d8+16 (52 hp) Initiative: +7 Speed: 40 ft. (8 squares) Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +6/+11 Attack: Claw +6 melee (1d6+1) Full Attack: 4 claws +6 melee (1d6+1) and bite +1 melee (1d8) and horn +1 melee (1d4) Space/Reach: 10 ft./10 ft. Special Attacks: Improved grab (with two claws), psi-like abilities, time filch Psi Like Abilities: At will - chameleon, distract (DC 13), psionic dimension door, psionic levitate, wall walker; 3/day - mental barrier. Manifester level 8th. The save DC is Charisma-based. Special Qualities: Darkvision 60 ft. Saves: Fort +4, Ref +5, Will +7 Abilities: Str 13, Dex 17, Con 14, Int 7, Wis 12, Cha 14 Skills: Listen +7, Spot +7, Tumble +6 Feats: Alertness, Dodge, Improved Initiative Environment: Any Organization: Solitary Challenge Rating: 3 Treasure: Standard Neither sense each other - Sybil knows there is something magic on the ceiling. Filcher knows that in the future somebody leaves the building. Suprise round -Sybil readies to shoot -Filcher uses levitate to lower halfway to the floor, giving away its position -Sybil identifies creature with bardic knowledge (knows the name but little else) -Sybil shoots with arrow -Filcher uses a free action to create a mental barrier via psi like ability -Sybil hits anyway for 3 damage Round 1 -Filcher gets init -Filcher uses dimention door to appear next to Sybil -Sybil tumbles away, drops bow, draws Rapier and MM wand Round 2 -Filcher tumbles closer and touch attacks to start a grapple. Succeeds and causes 2 damage. It time filches Sybil, and she is dazed for 1 round -Sybil is dazed. (cannot take actions, but can defend herself normally) Round 3 -Filcher is content to continue time filching. Sybil saves again, and this time isn't dazed next round. -Sybil tries to escape but cannot (tie goes to higher grapple mod.) Roud 4 -Filcher tries to knock out his meal but cannot hurt her. It time filches, and she is dazed. Round 5 -Filcher resumes eating Sybils time. Round 6 -Filcher still eating, but this time Sybil saves. -Sybil tries using her wand, and causes 3 damage Round 7 -Filcher gets angry and pummels Sybil for 2 more damage. Sybil resists being dazed. -Sybil keeps using the wand for 5 damage. Round 8 -Filcher punches some more for 3 damage, Sybil is not dazed. -Sybil shoots the wand for 3 damage. Round 9 -Filcher punches for 4 damage. Sybil is dazed again. Round 10 -Filcher punches for subdual damage. Sybil dodges it, but ends up dazed again. Round 11 -Filcher punches for subdual, causes 2 damage. Sybil is dazed by the time shifting. Round 12 -Filcher continues trying to knock out his food. Causes 7 subdual damage, which puts sybil's subdual damage equel to her current hp; therefore she is staggered. Sybil fails her save and is dazed again. Round 13 -Filcher tries again, but sybil dodges the punches. She is dazed again. Round 14 -Filcher punches one last time for 6 subdual damage, knocking Sybil unconcious. It proceeds to take her to its lair and time filch for quite the while... End -Sybil hp 9(15 subdual)/20 [dazed] [confused] -regains 4 subdual hp per hour (wakes in 2 hours, back to normal in 4 hours) -used 1 arrow and 3 charges from magic missile wand |
| MitzaVolchenko05-10-06, 04:30 AM | Sighing, slightly depressed at the recent turn of affairs, Sybil considers her possibilities. While most armies love a good song from a pretty face, she somehow doubts that the crew she saw earlier would be too thrilled to have her around. Her father had tried to tell her that this was more like what adventure really was about... Sybil settles herself as comfortably as possible and considers what she has seen. It seems like Gladius, but it clearly isn't her Gladius. There is clearly a new order in town, and she wracks her brain for anything similar to the uniforms the soldiers were wearing. |
| Vathelokai05-11-06, 05:58 AM | Sybil sneaks another peak at the soldiers as they are marching away. They wear red with accents of a dark bluish black. She can see no emblem, either they are too small to see at this distance, or the colors are all they use to identify themselves. As she is about to look away something in the sky catches her eye. A winged figure, humanoid, wearing gold and white appears from nowhere, directly above the soldiers. At the same moment it appears, it begins to shoot rays of light down into the soldiers, who scatter behind debris. Seconds later another figure appears, batwinged, scaly and naked. It charges the vengeful angel. Shouts ring out, and there is arrow fire in the streets. Sybil ducks back inside. The winged angel wore obvious markings of the Celestial forces. So maybe not a new order in town after all. Some kind of war. And if the Celestials are in town, maybe the other organizations are still out there; the Arcane Order, the Living Tree, the Eye. Maybe. Being within sight of the arena, Sybil remembers that the Warfare alliance kept their headquarters near here. From the looks of everything, it was probably destroyed like everything else in this district. If there was war going on, then the docks to the west and south would most likely be controled by some group. The Celestials HQ was northwest. TAO HQ northeast. The south section of town was always known to harbor criminal elements. The east side of town was more working class. It would be impossible to guess where there would be a group of civilians, or at least not soldiers, hiding out. |
| Vathelokai05-13-06, 05:11 AM | Cat has requested that since the quest is being restarted, that it be placed in a new thread. So, here is that thread: "Nimbus (redeux)." |
| MitzaVolchenko05-13-06, 12:38 PM | Because adding threads is a good idea? Whatever. I'll go there. |