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Nvlutz
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Post by Nvlutz »

kozeph wrote:I draw the dagger in my belt, make a quick scan of the sorroundings, in case some else is close by. (search 8+1=9)

I wait for a couple of seconds to see if etheir the villiger or the halfling do something, then I aproach them carefuly. I ask ""Whats the meaning of this bloodshed?"
Upon seeing your arrival the mayor passes out from exhaustion, meanwhile the old woman seems to relax a bit and she drops a strange stick that she was holding in her trembling hand. She leans against the frame of her wagon door as her snake, bloodied from the impact with the wagon wheel returns back to her...
"I am just as confused as you are, and even doubly more upset... The townspeople, they just attacked us at nightfall and haven't let up... We would have-", The woman coughs up some blood which stains the remainder of her robes, "-would have left. But some of our troupe is trapped in the town. The left for the pub last night, and I fear the worst for them..."
The woman struggles to pull herself up using the handrail, but flounders and falls back down on the steps.

Siberys wrote:Level 2-
Max 1D8 + con + Average 1D8 + con

8+1+4.5+1 = 14.5/14.5. Should be 12/14 right now.

1d20+7
11+7 = 18

Don't know if he was calling me Stunty or the Goblin Stunty, but if it was me, I follow.

If it was the goblin, I wait for the goblin to catch up to me.
You crouch into a ball and roll safely into your landing. Picking yourself up you see the goblin get up and brush himself off. He then motions for you to follow him, seeing that you are in the heart of their turf and Grigg could still make a quick return if you don't reply to the goblins orders, you comply.

After turning a few corners the goblin arrives at a door, he opens the door and is greeted with a butcher knife that flies over his head. The goblin frantically starts screaming in orcish while flaying the key he was given around and around. 3 burly orcs come out of the room, one of them with a scar over his jaw looks down and you and says, "You bettar kome with us, and make yourself cumfur-table. Grigg'll be back in a few, and then we kan discuss repayment."
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Post by RPGguy »

You shake the tree and a bunch of cherries fall down of varying ripeness, you pocket them for a snack to be had later.

-9 cp from upkeep later, or may be traded for a value of 6 cp.

Reviewing the mountain you notice there are two sides that you could go up, one of the sides is a cliff face, which if you managed to scale would make you invisible to the watchtowers, and put you right beside the fort where the secret door should be. The other method is to take the front mountain path upwards, but diverge off the main path at the end and sneak around the view of the watchtowers to get to the secret door. Or maybe there's another way to get up the mountain and into the fort...

Option A: Climb check (Low Risk)
Option B: Move silently check followed by Hide (Medium Risk)
Option C: ??? (???)
I feel equipped to make the climb but prefer not to risk any potential delays, setbacks or hazards on the cliff-face without great need. With dusk upon me, I choose to approach along the main path with stealth. Before making my way, I take one last opportunity to survey any traffic along the road:

Spot: 5 + 0 = 5
Listen: 15 + 0 = 15

If I fail to detect any approaching traffic or caravans...

Move Silently: 2 + 10 = 12
Hide: 11 + 10 = 21

Note to DM: if there are any unavoidable clearings between brush cover and the final approach to the secret entrance, then I will cast my innate 'darkness' and travel within it to avoid any elevated patrols or observers. If I have to wait longer (an hour or so) for deeper night cover to arrive, so I can blend better under cover of 'darkness'...then I do so. It lasts for 10 minutes so I will use it to full advantage as I make my final approach to the structure.

EDIT: edited to correct my spot and listen check values. I originally applied my CHA modifier (-3). Sorry for the n00bheadedness.
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Post by Siberys »

After turning a few corners the goblin arrives at a door, he opens the door and is greeted with a butcher knife that flies over his head. The goblin frantically starts screaming in orcish while flaying the key he was given around and around. 3 burly orcs come out of the room, one of them with a scar over his jaw looks down and you and says, "You bettar kome with us, and make yourself cumfur-table. Grigg'll be back in a few, and then we kan discuss repayment."

Hmm...guess it isn't gonna turn out exactly how I planned. I've no choice but to follow.


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Post by kozeph »

""Hold on for a second" I ignore the dying halfing for a few seconds, I look at the mayor and finish him, I loot his body taking his crowsbow and how many bolts he has still and look for any coins in his corpse and look at the purple and gold robes weared by some of the people to see if ive seen anything like them and search them for anything(local lore= 12+3=15), then I adressed the halfling "Ill help you but do you do know who are they (in case I dont recognise them"

I help her sit and take some clothing from a corpse and treat lightly her wounds, while im doing that I ask where is the so called tavern (heal 12+0+1=13) (the +1 is in case the makeshift bandages helps if not remove the bonus) once im satesfied with the situation I move to the tavern
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Post by Nvlutz »

RPGguy wrote:I feel equipped to make the climb but prefer not to risk any potential delays, setbacks or hazards on the cliff-face without great need. With dusk upon me, I choose to approach along the main path with stealth. Before making my way, I take one last opportunity to survey any traffic along the road:

Spot: 5 + 0 = 5
Listen: 15 + 0 = 15

If I fail to detect any approaching traffic or caravans...

Move Silently: 2 + 10 = 12
Hide: 11 + 10 = 21

Note to DM: if there are any unavoidable clearings between brush cover and the final approach to the secret entrance, then I will cast my innate 'darkness' and travel within it to avoid any elevated patrols or observers. If I have to wait longer (an hour or so) for deeper night cover to arrive, so I can blend better under cover of 'darkness'...then I do so. It lasts for 10 minutes so I will use it to full advantage as I make my final approach to the structure.

EDIT: edited to correct my spot and listen check values. I originally applied my CHA modifier (-3). Sorry for the n00bheadedness.
Ha ha, don't worry about it, at least you figured it out for yourself which saves me a step...

You travel up the mountain side as the sun begins to set... You sneak up the mountain face, trying to avoid any openings and when worst comes to worst using your "darkness" ability to provide you with adequate enough cover to slip from one space to the next.

As you arrive closer to the top you reach an edge of the mountain path, to your left there is a solid mountain face with the continuation of the path resting upon it, to your right is a beautiful vantage point looking across the forest and you can even make out a small village in the distance with the orange horizon cast by the sun sinking behind you. Disturbing you from this second of bliss is the sound of fast moving animals and their riders coming down the mountain with yips and cheers the clanging of metal from enemies passing over head... you can't see a good hiding spot here, and the casting your darkness will be conspicuous.... There might be a better hiding spot in the behind one of the grooves of the mountain behind you, but you'll need to be swift...


Just so it's clear, you could try to hide here, but it'd be incredibly difficult, and always there's tons of other options to try...
Siberys wrote:Hmm...guess it isn't gonna turn out exactly how I planned. I've no choice but to follow.

And a Moderator Note from me-

If you guys see a post that has a bunch of random characters that are illegible or aren't recognized on your machine, tons of links placed in between and so on and so forth, just go ahead and ignore it. I'll take care of it.

If you feel like it, at the top right of each post is a red and white triangle, that will report the post to the moderator in charge of the forums and help get things sorted faster.
You follow the orcs in, inside the den, at the far end of the room there is an orc with a patch over his right eye filing his nails, sitting on a stool while resting his legs on a table and back against the wall. The table is a standard wooden table with 4 legs and it has 6 stools near it, 3 on both sides of the table. Leaning against the wall are the Orc's weapons, axes, cleavers, shields, a set of saw like blades and a large pole with axe heads on both ends of the shaft. On the table there is a series of cards, and various amounts of currency set up. To the left side of the room there are some supplies stuffed away in a corner, ammunitions, whetstones, and a few rusted and broken bits of gear scavenged post battle but never deemed fixable or worth putting the time and effort into fixing. To the far right there is a corridor that simple leads to a dead end and along the wall leading up to the dead end there are chains bound to the wall.

The orcs get seated back at the table and one of them motions to you to sit down in one of the stools by patting it. The orc with the eyepatch begins shuffling the deck and looks at you with his remaining eye... "You in?"

kozeph wrote:""Hold on for a second" I ignore the dying halfing for a few seconds, I look at the mayor and finish him, I loot his body taking his crowsbow and how many bolts he has still and look for any coins in his corpse and look at the purple and gold robes weared by some of the people to see if ive seen anything like them and search them for anything(local lore= 12+3=15), then I adressed the halfling "Ill help you but do you do know who are they (in case I dont recognise them"

I help her sit and take some clothing from a corpse and treat lightly her wounds, while im doing that I ask where is the so called tavern (heal 12+0+1=13) (the +1 is in case the makeshift bandages helps if not remove the bonus) once im satesfied with the situation I move to the tavern
You go over to the mayors body and take his crossbow and his quiver of bolts with roughly 20 still in stock. (Don't worry about ammo counts.)
You investigate the cultists but can not see them to be of any sort of popular religion, the only symbol that seems present is that of a horned ogre face flanked by outstretched bat wings.
You go an proceed to loot the various bodies scavenging up a total of 83gp, 20 sp, 14 cp, 2 rings found on the mayor and a ring and a book on the cultist. One of the rings is a gold band with a decent sized sapphire inset in it, but either by manufacture or by the chaos of the battle has become chipped. The other ring is a signet ring with concave markings on it of the mayor's family crest. The final ring is cheap brass ring with marking of horns set all along the edge of the ring. The book, is locked with mechanism that won't allow you to open it naturally, and despite your thorough search you are unable to find a key to open it with.
Aside from that you only find weapons and clothes in various amount if disrepair and with blood spattered on them. You do find one weapon of possible interest a small shortsword, which is firmly impaled into the back of a less fortunate halfling gypsy.
After that you return back to the woman's aid and dress her wounds. She manages to get up with some of your assistance her pet snake limply hanging from her neck on the ride. She motions you back into her wagon filled with untold amount of oddities and the like. You ask about the companions she seeks and she motions to the crystal ball at the table an aura emits from her hand as she touches the orb producing a minature cloud within the previously clear ball...
"The most noticeable of the group is a large female half-orc named 'Shronner'". An image of a large and surprisingly graceful looking half orc female materializes from the smoke, her most noticable feature is a torrent of blazing red hair streaming from her head all the way down to her knees.
"Striking, isn't she... she's definitely the most easily recognizable and the most vocal of the group-" A spurt of blood followed by a chuckle. The image changes, bringing forth a gnome with blonde hair and playful attitude and loose fitting red attire. "This gnome goes by many names, but the one he responds to most is 'Getty', his prowess with the blade is often overshadowed by his showmanship, but he undoubtably is the reason that I know they are still alive. Beneath his womanizing veneer lies the heart of a true swordsman."
The picture changes one last time, this time displaying a human female with a red and gold cloak and a lute in her hands playing away. "Most importantly, Renette, she has been summoned recently to perform a task of the utmost survival if there ever was an explanation for the unexpected attack it could be in an effort to stop her." The gypsy by this point has made it around to the other side of her table and collapses in her chair.
"Of course the trials you face will not be easy." So first, take this...
She hands you a potion with a red fluid inside.
"You'll need this to recover your wounds rapidly... Before I leave this world there is one last task I can be able to perform..." She coughs up more blood, but catches this bit in her hand. "Your blade if you will..."
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Post by RPGguy »

You travel up the mountain side as the sun begins to set... You sneak up the mountain face, trying to avoid any openings and when worst comes to worst using your "darkness" ability to provide you with adequate enough cover to slip from one space to the next.

As you arrive closer to the top you reach an edge of the mountain path, to your left there is a solid mountain face with the continuation of the path resting upon it, to your right is a beautiful vantage point looking across the forest and you can even make out a small village in the distance with the orange horizon cast by the sun sinking behind you. Disturbing you from this second of bliss is the sound of fast moving animals and their riders coming down the mountain with yips and cheers the clanging of metal from enemies passing over head... you can't see a good hiding spot here, and the casting your darkness will be conspicuous.... There might be a better hiding spot in the behind one of the grooves of the mountain behind you, but you'll need to be swift...

Just so it's clear, you could try to hide here, but it'd be incredibly difficult, and always there's tons of other options to try...
Alarmed by the sudden noise, I sneer at myself for being so stupid as to pause at such a tight pinch in the path. With almost no time to react, 3 thoughts flood the mind in my semi-panicked state.

1. drop to the ground against the rock face and cover myself with my cloak and hope they are too focused on their mission to notice me. But the beast mounts will surely grab my stench, I fear.

2. stand and let them take me, hoping my foul appearance will signal no threat or concern to them.

3. dash for the vantage point and lower myself over the side, hoping to hang on long enough for the threat to pass. (assuming I have no time to access any equipment such as rope)

I am in no mood to tolerate another's mastery over my freedom. Enough! I decide to risk the cliff-side. I quickly peer over and lower myself down. If I can get myself into the hanging position, I start looking for survivable landings or outcroppings beneath me...should I be forced to drop. I'd also be frantically looking for other things to latch onto.

If tumble, jump or climb checks are required, here they are (please advise):

tumble 1 + 8 = 9
jump 9 + 7 = 16
climb (down) 2 + 5 = 7

(uh oh... :eek: )
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Post by kozeph »

Instantly my hand goes to the blade ""How..how did you know about it" I ask as I take a little step backwards, ""What are you going to do with it?" the blade convinces me to do as the halfilng says, I was shocked that the blade had once more ""spoken" to me, they were not words but feelings of trust and calm, I draw my blade and place it in the halfing hands, then I grab the little potion she gave me and drank it in one go to calm myself.. I also remember the little potion I found in the sewers, "could you take a look a this potion also Ive not dare to drink it"

(im in 3 of 12 hp right? if so then I do drink the potion, if I already healed then I pocket it, which I doubt since I believe im in 3hp of 12)
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Post by Nvlutz »

RPGguy wrote:Alarmed by the sudden noise, I sneer at myself for being so stupid as to pause at such a tight pinch in the path. With almost no time to react, 3 thoughts flood the mind in my semi-panicked state.

1. drop to the ground against the rock face and cover myself with my cloak and hope they are too focused on their mission to notice me. But the beast mounts will surely grab my stench, I fear.

2. stand and let them take me, hoping my foul appearance will signal no threat or concern to them.

3. dash for the vantage point and lower myself over the side, hoping to hang on long enough for the threat to pass. (assuming I have no time to access any equipment such as rope)

I am in no mood to tolerate another's mastery over my freedom. Enough! I decide to risk the cliff-side. I quickly peer over and lower myself down. If I can get myself into the hanging position, I start looking for survivable landings or outcroppings beneath me...should I be forced to drop. I'd also be frantically looking for other things to latch onto.

If tumble, jump or climb checks are required, here they are (please advise):

tumble 1 + 8 = 9
jump 9 + 7 = 16
climb (down) 2 + 5 = 7

(uh oh... :eek: )
Those rolls were appropriate, however many players could argue that once you were just holding onto the cliff face you could rely on just a regular constitution save, if it is higher than your climb score. But that's not the case so you made the proper rolls.

With no time to lose, you quickly spring to the other side of the path and drop yourself down the vantage point only leaving your nubby fingers at the edge clinging on for dear life. You can feel the tremors in the path as a platoon of the riders charge by, completely unaware of your presence... but then your worst realization comes to pass, you are losing your grip from all the action over head. You look down below you and try to look for areas to land yourself when you begin to fall.
You see an overhang that lies over a lower part of the path, and decide to try sliding down the steep mountain face when your grip gives-and it does. You make a rough landing and immediately brace yourself, you left leg behind you trying to dig itself into the dirt as you use your right leg in front of you to steer.
However, your right foot smashes into a rock jetting out of the mountain face and you trip and begin to roll down the rest of the way. You brush yourself off, no serious harm done, and you managed to escape the riders.
As you rest on the outcropping you wonder whether you should wait for the riders to pass before retreading the path, or make your way back up the cliff face.

kozeph wrote:Instantly my hand goes to the blade ""How..how did you know about it" I ask as I take a little step backwards, ""What are you going to do with it?" the blade convinces me to do as the halfilng says, I was shocked that the blade had once more ""spoken" to me, they were not words but feelings of trust and calm, I draw my blade and place it in the halfing hands, then I grab the little potion she gave me and drank it in one go to calm myself.. I also remember the little potion I found in the sewers, "could you take a look a this potion also Ive not dare to drink it"

(im in 3 of 12 hp right? if so then I do drink the potion, if I already healed then I pocket it, which I doubt since I believe im in 3hp of 12)
You are still at 3/12 hp, after drinking the potion add 1d8+5 hp back to your health.

The woman quickly slips on some spectacles and peers at the vial. "Magic fang", she mutters, "If applied to a bladed weapon it strengthens it's attack and gives it mild magical properties, enough to allow you to attack the more unearthly beings of the realm... However, the dosage is small and weak and therefore the effects will undoubtably reflect this being limited and minimal."
Ignoring all other questions, the woman then clears off the table. Then motions for you to give her the blade. Reluctantly you do so, and to your shock, she smashes the blade through table, her serpent circles around the blade and bites onto the end of it's own tail as it continually circles the blade, around and around.
The gypsy then begins chanting, and contorts her gnarled fingers in an array of arcane gestures... The snake begins to blow in bands of orange, green and blue, around and around.
Now the band, that was once a snake begins to float around the blade and emits bizarre lights that envelop the entire interior of the wagon. You phase out of consciousness...
You awaken to find yourself in an ancient city floating in raw cosmos. You think to yourself that this must be a dream, but then again it seems to real to be so. All around you there are columns and ancient ruins just drifting along in either on islands of floating dirt. The space is hollow and everything you do resounds in an hollow echo. The Island you are on features a ring of vine covered columns supporting a ring in the air. In the centre of the island there is the sabre, blade first in a stone altar surrounded by flowers and bit of rubble from ancient ruins.
The blade glows and booms these questions three...
"What is man's place in the universe?"
"What is reality?"
"Who determines fate?"
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Post by RPGguy »

With no time to lose, you quickly spring to the other side of the path and drop yourself down the vantage point only leaving your nubby fingers at the edge clinging on for dear life. You can feel the tremors in the path as a platoon of the riders charge by, completely unaware of your presence... but then your worst realization comes to pass, you are losing your grip from all the action over head. You look down below you and try to look for areas to land yourself when you begin to fall.
You see an overhang that lies over a lower part of the path, and decide to try sliding down the steep mountain face when your grip gives-and it does. You make a rough landing and immediately brace yourself, you left leg behind you trying to dig itself into the dirt as you use your right leg in front of you to steer.
However, your right foot smashes into a rock jetting out of the mountain face and you trip and begin to roll down the rest of the way. You brush yourself off, no serious harm done, and you managed to escape the riders.
As you rest on the outcropping you wonder whether you should wait for the riders to pass before retreading the path, or make your way back up the cliff face.
I am determined to ascend the cliff face. I pull out my silk rope and attach a grapple hook to one end with a sure knot. I take about 10 feet of rope from the other end and loop it around my waist, 3 times, under my cloak. The slack I loop-up and attach to my belt (under my cloak) on the left. I will try to climb with my hands but can reach the grapple and throw it with my right arm if I get stuck.

Attack Grapple Hook (Use rope) 14 + 6 = 20
Tie rope to self (Use rope) 14 + 6 = 20

With those riders gone, my task inside the fortress should be easier. "I must get inside before they return" I think to myself and set out immediately. "I will not let them catch me at unawares again".

Before I set out, I do a quick search of the immediate area:

Search 14 + 8 = 22 (24 for any stone elements)

then, Climb 6 + 7 = 13 (+ 7 with rope, + 5 otherwise)

if I need to throw the grapple at any point along the way...

Use Rope 11 + 6 = 17
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Post by kozeph »

"these questions are for sages in dusty libraries not someone like me" I say defiantly, "show yourself spirit! Im no toy for divine plots" I didnt knew why I started yelling at the nothingness, for some reason my instics where hotwired I was angry at nothing.. I took a deep breath.

Then I started to marvel at the ruins as I ponder these questions:
"His place is where ever he chooses to make a stand, where ever he desires to reach and acomlish thats where man belongs"

"Reality is what my mind and eyes see, as I experience more and more my reality grows"

"Fate is a river with many paths, it takes you so far until you drift into another path, no god chooses it, he can only give it and we are the ones who do as he said or dont and take on another road"

I look at the sides to see if something happens..
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Post by RPGguy »

Just a quick time out to thank Nicolas for all his creativity and hard work. I have no frame of reference as this is my first go of it, but I find I spend way too much time in my day waiting anxiously for the DM to show up and advance the game :laugh:

I also thought it was totally crazy (in a good way) that you started a LVL 1 character in a city ruled by mind flayers and inhabited by beholders :eek:

kozeph man, you were wise to book it out of there pronto. I was afraid you were going to be tempted to stick around and try to mess around with forces way above your ability. I get the sense that our DM would have had absolutely no reservation about letting you get yourself petrified.

Note to DM: If you want me to roll another character or take over one of the other characters that hasn't been active lately, let me know. :cool:
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Post by Nvlutz »

RPGguy wrote:I am determined to ascend the cliff face. I pull out my silk rope and attach a grapple hook to one end with a sure knot. I take about 10 feet of rope from the other end and loop it around my waist, 3 times, under my cloak. The slack I loop-up and attach to my belt (under my cloak) on the left. I will try to climb with my hands but can reach the grapple and throw it with my right arm if I get stuck.

Attack Grapple Hook (Use rope) 14 + 6 = 20
Tie rope to self (Use rope) 14 + 6 = 20

With those riders gone, my task inside the fortress should be easier. "I must get inside before they return" I think to myself and set out immediately. "I will not let them catch me at unawares again".

Before I set out, I do a quick search of the immediate area:

Search 14 + 8 = 22 (24 for any stone elements)

then, Climb 6 + 7 = 13 (+ 7 with rope, + 5 otherwise)

if I need to throw the grapple at any point along the way...

Use Rope 11 + 6 = 17
You begin to scale back up the mountain using your grappling hook, and make it back up with a little difficulty, but overall arrive safely. You make your way up the rest of the way, but stop before reaching the final plateau where the keep rests, you spot a sleeping goblin resting against the fortress entrance's wall while using a bucket as chair. His crossbow is leaning against the fortress wall beside him. The front of the fortress is closed off by a metal grate. Also at the front of the fort flanking both sides are guard towers which, from your vantage point appear to be unoccupied. To get to the Eastern side of the fortress from the path you'll need to sneak past this guard and keep close to the fort staying in the turret's blind side, or maybe you could retrack a bit from the path and try and find a ledge to sneak alongside to get to the eastern side avoiding the front entrance all together, but with that method you'll still need to worry about possible patrols in the guard towers... or perhaps a third option. You scratch you beard pondering how to storm the fortress.
kozeph wrote:"these questions are for sages in dusty libraries not someone like me" I say defiantly, "show yourself spirit! Im no toy for divine plots" I didnt knew why I started yelling at the nothingness, for some reason my instics where hotwired I was angry at nothing.. I took a deep breath.

Then I started to marvel at the ruins as I ponder these questions:
"His place is where ever he chooses to make a stand, where ever he desires to reach and acomlish thats where man belongs"

"Reality is what my mind and eyes see, as I experience more and more my reality grows"

"Fate is a river with many paths, it takes you so far until you drift into another path, no god chooses it, he can only give it and we are the ones who do as he said or dont and take on another road"

I look at the sides to see if something happens..
The sword glows brightly, you feel compelled to grab onto the handle and pull it forth from the stone... The sword becomes a ray of light and reforms in your hand as it glows ever more brightly to the point of which you are blinded-
Then you awaken back in the wagon, the sword in your grasp, the gypsy and the snake have died quietly in their chair in a last embrace as death came and took them away.
You look back at the sabre which has now clearly changed shape. The handle has become more intricate and the pommel and cross guard have become attached with a hand guard that has an ornate pattern of diamond shaped gold pieces which cover the grip, as for the blade itself it looks heftier, but feels just as light as before. The blade has an inscription running down the fuller reading "The Divine Guardian". The scabbard has also transformed to house the new blade.


Currently, while in your possession, "The Divine Guardian", can allow you to detect evil once per day, as per the spell cast at your level.
The blade itself is a +1 Sabre... although you sense that it's powers can unlock further during your adventures.

By the way, not anything you're doing, because you are doing fine, but I may need to reduce your updates for a bit until we can clear another character's arc. As compensation, however here is your experience and half your upkeep costs for the day...

Experience 1100 exp gained (This should put you at lvl.2, if any players need help levelling up I can post the process up.) and you spent 10 cp on upkeep (keeping armour oiled up and maintaining a magic weapon.)

Also because you gained a level you unlock a new ability from "The Divine Guardian".
Aura of Courage
Makes you immune to fear, both natural and magical. Also gives a +4 will bonus vs. fear for allies within 10 ft. of you while wielding this blade. This is just an active ability that is active whenever the blade is drawn.
RPGguy wrote:Just a quick time out to thank Nicolas for all his creativity and hard work. I have no frame of reference as this is my first go of it, but I find I spend way too much time in my day waiting anxiously for the DM to show up and advance the game :laugh:

I also thought it was totally crazy (in a good way) that you started a LVL 1 character in a city ruled by mind flayers and inhabited by beholders :eek:

kozeph man, you were wise to book it out of there pronto. I was afraid you were going to be tempted to stick around and try to mess around with forces way above your ability. I get the sense that our DM would have had absolutely no reservation about letting you get yourself petrified.

Note to DM: If you want me to roll another character or take over one of the other characters that hasn't been active lately, let me know. :cool:
Thanks, but I think we are fine for the moment just letting people play one character at a time. Really for a game of D&D you just need 4 players, and we have well over that. Although once people start getting into parties we might have to find times that work for everyone.
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Post by kozeph »

DM: Understood, I shall wait eagerly for the other ark to end..
Just PM and write what happens after I get back to the prime or materail plane and I shall keep playing :)

RPGguy:your not the only one, every second I get on my pc I must see if there is an update, Im having a fun as hell with this, and for you I think is a valuable experience for developing BG3 hehe and well DM your doing a great job Ill send you an update of my level up in a jiffi :D
Have you seen my brain around here? No? well in case you see it its brainy and squishy looking. If you see it let me know
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Post by RPGguy »

You begin to scale back up the mountain using your grappling hook, and make it back up with a little difficulty, but overall arrive safely. You make your way up the rest of the way, but stop before reaching the final plateau where the keep rests, you spot a sleeping goblin resting against the fortress entrance's wall while using a bucket as chair. His crossbow is leaning against the fortress wall beside him. The front of the fortress is closed off by a metal grate. Also at the front of the fort flanking both sides are guard towers which, from your vantage point appear to be unoccupied. To get to the Eastern side of the fortress from the path you'll need to sneak past this guard and keep close to the fort staying in the turret's blind side, or maybe you could retrack a bit from the path and try and find a ledge to sneak alongside to get to the eastern side avoiding the front entrance all together, but with that method you'll still need to worry about possible patrols in the guard towers... or perhaps a third option. You scratch you beard pondering how to storm the fortress.
To DM: the plan before the cliff-side delay was to use 'darkness' to make my final approach to the fortress. Given the sun was setting just as the rider patrol came down on me, I expect that it is now dark outside and using this innate ability would be perfect for passing the sleeping guard (i.e. my 'darkness' within darkness). If this is not correct for any reason, then Rahg'nuul does the following:

Under no circumstances do I risk the towers, so I prepare myself to approach the guard from the flank. I could simply pass him by but I have a undeniable urge to kill this miserable creature.

Before I approach, I make one last check of the towers and the immediate area surrounding the sleeping goblin, thinking "Something's not right here. This is too easy"

Spot: 20 + 0 = 20
Listen: 10 + 0 = 10

If this final check results in nothing new, I try to sneak to within 5 feet of the sleeping guard, readying my dagger under my cloak for a strike from a flanked position.

Hide in Shadows: 20 + 10 = 30
Move Silently: 1 + 10 = 11

If I can close to within strike range, then with one fluid motion, I use my left hand to cover his mouth and simultaneously use my right to thrust my blade into his neck and twist (sneak attack).

[please advise if I should make my attack/damage rolls]
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Post by Siberys »

The orcs get seated back at the table and one of them motions to you to sit down in one of the stools by patting it. The orc with the eyepatch begins shuffling the deck and looks at you with his remaining eye... "You in?"
" 'Fraid not, I don't gamble."

I pause for a moment, and then take a chance-

"Well....not with cards anyways. I've always been a fan of brawling beershots though, quite a fun game even if a little bloody towards the end, you interested?"


To DM- This isn't a reputable game to DND or anything, just a basic idea I'm using to try and outwit...or rather, outdrink the orcs, thus if they're interested, I'll explain the rules I have in mind (Again, nothing ridiculous or complex).
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Post by Nvlutz »

RPGguy wrote:To DM: the plan before the cliff-side delay was to use 'darkness' to make my final approach to the fortress. Given the sun was setting just as the rider patrol came down on me, I expect that it is now dark outside and using this innate ability would be perfect for passing the sleeping guard (i.e. my 'darkness' within darkness).
You look at the sky line and see that the last glimpses of the sun right before it blots out of the sky. You then create an aura of darkness around yourself and proceed up and around the eastern side of the fort.
After walking along the side your dwarven senses immediately pick out the patch of bricks with the lack of mortar keeping it attached to the rest of the fortress. You slip your fingers into the cracks and pull the section of wall off, which is surprisingly light because most of the inner brick work has been shaved off. and replaced with two leather straps which have been bolted to the back of the wall section.
Behind the wall there is a small tunnel carved out that you can crawl through and another set of leather straps at the end of the wall. You sneak through the tunnel, lower the interior wall trap door before making a quick backtrack to put the outside edge back on by lifting the leather straps and placing the wall back leaving your entry completely inconspicuous.
After putting back the interior wall, you look around to get your bearings.
The room you entered to is roughly hewn out of the stone and dimly lit. Looking to be a sort of storage area. In one corner you see a bunch of boxes and barrels piled into a corner along with some fabrics, animal furs and a greenskin flag.
Gazing back to your map you manage to find an additional secret corridor with ease, although the lighting is so dim you can't make out the inscriptions of what are in any of the rooms. Within the secret corridor there are two secret doors, the behind the western door you can hear two goblins. They are having a disagreement, one of the goblins has heard that Grigg was gone and was taking this opportunity to lounge around, on Grigg's personal throne no less. Meanwhile, the other goblin seems to be trying desperately to convince the goblin to get off, since if anyone where to see them they'd both get eaten or worse.
To the southern trapdoor you hear nothing but the deep breathing of some sort of beast sleeping.

Siberys wrote:" 'Fraid not, I don't gamble."

I pause for a moment, and then take a chance-

"Well....not with cards anyways. I've always been a fan of brawling beershots though, quite a fun game even if a little bloody towards the end, you interested?"


To DM- This isn't a reputable game to DND or anything, just a basic idea I'm using to try and outwit...or rather, outdrink the orcs, thus if they're interested, I'll explain the rules I have in mind (Again, nothing ridiculous or complex).
The orcs look interested, and two of them even seem to be whispering aloud whether or not they have even heard of this game. The orc with the eye patch puts down his deck and leans in, clearly interested. "We'll lizzen... Den we'll decide whether or not we'll play."
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Post by RPGguy »

You look at the sky line and see that the last glimpses of the sun right before it blots out of the sky. You then create an aura of darkness around yourself and proceed up and around the eastern side of the fort.
After walking along the side your dwarven senses immediately pick out the patch of bricks with the lack of mortar keeping it attached to the rest of the fortress. You slip your fingers into the cracks and pull the section of wall off, which is surprisingly light because most of the inner brick work has been shaved off. and replaced with two leather straps which have been bolted to the back of the wall section.
Behind the wall there is a small tunnel carved out that you can crawl through and another set of leather straps at the end of the wall. You sneak through the tunnel, lower the interior wall trap door before making a quick backtrack to put the outside edge back on by lifting the leather straps and placing the wall back leaving your entry completely inconspicuous.
After putting back the interior wall, you look around to get your bearings.
The room you entered to is roughly hewn out of the stone and dimly lit. Looking to be a sort of storage area. In one corner you see a bunch of boxes and barrels piled into a corner along with some fabrics, animal furs and a greenskin flag.
Gazing back to your map you manage to find an additional secret corridor with ease, although the lighting is so dim you can't make out the inscriptions of what are in any of the rooms. Within the secret corridor there are two secret doors, the behind the western door you can hear two goblins. They are having a disagreement, one of the goblins has heard that Grigg was gone and was taking this opportunity to lounge around, on Grigg's personal throne no less. Meanwhile, the other goblin seems to be trying desperately to convince the goblin to get off, since if anyone where to see them they'd both get eaten or worse.
To the southern trapdoor you hear nothing but the deep breathing of some sort of beast sleeping.
I pace back to the store room while I contemplate my next course of action. I grab the Greenskin flag and put it into my pack. I have an idea for its possible use. I also search the stores for anything with unusual properties or capable of rending into poison. I am extremely careful not to disturb anything stacked, perched or leaning in a way that could fall and create unintended noise. Since there is a passage from the throne room into this area, it is probably intended for escape and whoever is escaping might have some items of importance or convenience stored.

Search: 11 + 8 = 19

Heading back towards the throne room seems the best route for several reasons. The sleeping creature is a tempting target but I don't know what it is. I prefer to deal with targets that I can at least identify. Besides, the route through the throne room provides a more direct path to my primary objective (the jail cells)...and I suspect the throne room might contain items or intelligence not found elsewhere in the complex. If this 'Grigg' creature is indeed away, I might not get another opportunity to access this chamber.

I approach the secret door to the throne room and press my ear against the door

Listen: 4 + 0 = 4

Assuming there is no additional presence detected, I try to push the door ajar by the slightest, just enough so I can peer through, scan the room and locate my targets. My crossbow is loaded and at the ready.

To DM: I don't know if any sort of roll or skill check is required to push the door open slightly in a quiet fashion. If so, please make my roll for me and apply the appropriate modifiers to keep things moving.
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Post by Nvlutz »

RPGguy wrote:I pace back to the store room while I contemplate my next course of action. I grab the Greenskin flag and put it into my pack. I have an idea for its possible use. I also search the stores for anything with unusual properties or capable of rending into poison. I am extremely careful not to disturb anything stacked, perched or leaning in a way that could fall and create unintended noise. Since there is a passage from the throne room into this area, it is probably intended for escape and whoever is escaping might have some items of importance or convenience stored.

Search: 11 + 8 = 19

Heading back towards the throne room seems the best route for several reasons. The sleeping creature is a tempting target but I don't know what it is. I prefer to deal with targets that I can at least identify. Besides, the route through the throne room provides a more direct path to my primary objective (the jail cells)...and I suspect the throne room might contain items or intelligence not found elsewhere in the complex. If this 'Grigg' creature is indeed away, I might not get another opportunity to access this chamber.

I approach the secret door to the throne room and press my ear against the door

Listen: 4 + 0 = 4

Assuming there is no additional presence detected, I try to push the door ajar by the slightest, just enough so I can peer through, scan the room and locate my targets. My crossbow is loaded and at the ready.

To DM: I don't know if any sort of roll or skill check is required to push the door open slightly in a quiet fashion. If so, please make my roll for me and apply the appropriate modifiers to keep things moving.
Searching the storage area you find various trinket such as planks of wood, excess flooring tiles and stones & brick for repairs. One of the barrels is filled with oil, possibly flammable, and one of the crates is filled with broken and rusted weapons, however lying atop of the mass of weapons is a large composite bow, way too large for you to use properly, it was probably designed to be used by a giant mercenary from the west before being killed battle.

As for opening a door silently... I really think it's something you can do without a skill check, now if there was a special circumstance like a squeaky door hinge or something of that nature you might be forced to do a move silently roll.

You decide to head for the throne room, you nudge it open and peer inside from the crack, as expected there are the two goblins you heard from before. One of them with a series of bones going through his ear is too busy surfing on the throne's giant arm rest to notice your presence, while his friend a goblin with a hood made from a baby boar's head is trying to get him off the throne by poking him lightly with the blunt end of his spear. The goblin with the bone earings has only a small short sword at his side.
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Post by Siberys »

"Fairly simple game. You start by drawing a chalk circle or square, doesn't matter, big enough to fit two people with a little room for arm and leg movement..."

Out of game- 5-6 foot square/circle

"...We both stand inside and this is where the fun begins. The object of the game is to throw punches and dodge punches. There's no taking turns, it's just punch whenever you can...."

Out of game- still turned based but allows for dodging, flurry, etc as opposed to just I punch, you punch, I punch, and so on.

"...If you get hit, we pause and you take a shot of ale, beer, whiskey, or what have you. Same for me, if I get hit, we pause and I take a shot. If you step out of the circle to dodge a punch, you take a shot...."

Out of game- You might impose some sort of penalty to AC for not getting out of the circle.

"...First one to fall, either due to being too drunk or being punched too much, loses.

Oh, and obviously no weapons. Just pure, raw strength from your own body. Sound good?"
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Post by RPGguy »

Searching the storage area you find various trinket such as planks of wood, excess flooring tiles and stones & brick for repairs. One of the barrels is filled with oil, possibly flammable, and one of the crates is filled with broken and rusted weapons, however lying atop of the mass of weapons is a large composite bow, way too large for you to use properly, it was probably designed to be used by a giant mercenary from the west before being killed battle.

As for opening a door silently... I really think it's something you can do without a skill check, now if there was a special circumstance like a squeaky door hinge or something of that nature you might be forced to do a move silently roll.

You decide to head for the throne room, you nudge it open and peer inside from the crack, as expected there are the two goblins you heard from before. One of them with a series of bones going through his ear is too busy surfing on the throne's giant arm rest to notice your presence, while his friend a goblin with a hood made from a baby boar's head is trying to get him off the throne by poking him lightly with the blunt end of his spear. The goblin with the bone earings has only a small short sword at his side.
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The size of the throne is a concern. It's apparent that these 2 shouldn't be in here any more than I. Perhaps one, and hopefully both are sufficiently paranoid about their transgression that they may be spooked easily.

Rahg'nuul casts 'ghost sound' as far as he is able, a full 25 feet which I should be able to center on the throne's seat (from my position behind the secret door). It is cast with just enough volume so that the 2 goblins in the immediate area should notice it.

I watch closely for their reactions. I doubt they will report it to others in the complex as they would have to explain what they were doing there to begin with.
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