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Nvlutz
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Post by Nvlutz »

Update 2 of 2
Bluestorm wrote:"i can't wait any longer" not even asking i use the door knocker and wait
You knock on the door and the door swings open revealing a shimmering portal that seems to cross over into some sort of infernal dimension, the other side appears to have some sort of giant black metal spiked double door with a giant ruby in the centre. The path leading up to the door appears to be a cracked grey earth, while all around there appears to be bubbling lava.
You wonder if you should make preparations before you step into the portal.


And once again thanks for waiting out with me guys.
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Post by Shaggypichu »

I will move the other ten feet foward and after thinking it over a little more "Frederick go around the fountain and get the ogre's back. i dont think my plan would have worked."

out of game: its good to have ya back.
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Post by kozeph »

next I head to the captains quaters or where ever he is and try to get the feeling of the situation and also ask about his second mate or first mate the one covered in padded armor.

gather information 1d20=17
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 resume your mission of scouting the southern entrance. You silently move ahead and look at the pool of dried blood... it seems to abruptly begin in the next room, as if the blood was cleaned with precision to not enter the room you are in, but was left so simply lay in the other room.
You gaze down the southern and look to the best of your ability without being seen by any monsters in the next room. You see that the next room that the blood continues down south reaching a bloodied stair case. The crimson stair case goes directly up to the ceiling of the room. From what you can make out of the rest of the room it seems oddly... empty.
[Welcome back Nick!]

Rahg'nuul will *not* venture down the southern path unless it is unavoidable. Empty rooms with dried pools of blood trigger terrible memories of his childhood amongst his Derro folk.

Rahg'nuul dashes across that hallway to the south and will continue sneaking his way west. When he reaches the point marked on the attached map, he (again) peers north around the corner to spy out the room ahead of him.

[file attached]
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Nvlutz
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Post by Nvlutz »

Jarrackt

Jarrackt bolts towards the ogre and tells Frederick to flank the Ogre. Frederick charges up behind you and shouts "Join the orcs, in distracting the ogre until I can get in position."
The ogre at this time Swings his mighty club at the wounded orc.


4+8=12
vs
14

The wounded Orc tumbles out of the way, and when rising to his feet brings his cleaver at the ogre's leg...

8+4=12
vs
16

...but misses his mark since he's become far too drowsy to even see straight. The ogre however did stumble back abit to dodge the failed attack which creates enough of an opening for the orc with the Greataxe to make an attack.

17+4=21
vs
16 Hit!

1d12+4= 4+4=8

The axe cuts into the ogre's leg, just above the heel, bringing the giant down on one knee, swinging it's club aimlessly about.

It's your turn again. Map has been updated.

Brauer

I'll use your perfect 20 for info on the suspect, and use your 17 for info on his second mate.

You go to the captain's quarter's and knock on the door. The captain opens up the door, looks at you with his towering frame and raises his eyebrow. "Something you wanted?", he says somewhat bored. You tell him that you're curious about who he thinks specifically did the attack. "I know for a fact that it was a spellcaster, when we found my man he was fast asleep, which I assume is some sort of trickery that people of your group can pull off in their sleep. When he woke up, he said he only saw a black figure surrounded by 4 will-o-wisps. So perhaps if there is a member of your crew with the ability to summon up such creatures you should get together and consider lynching them for me... But why am I telling you all this? For all I know you're probably behind it all." The captain begins to close the door on you, but you wedge your foot in the way and inquire about his second in command who is wrapped up in leather armour all the time.
"What you think Raz did it? Let me tell you about Raz, he's been part of my crew for 5 years, aside from me and a few other lads he's one of the few still remaining from the original crew. If he wanted to kill me he would have done it years ago, and he certainly would have done it by the way of the sword... something you mainlanders have no idea about.", The captain says with a look of superiority, "Also, word of wise, don't get on his bad side, he's the one who knows the most about getting you and your crew to Lustaria."

With that you decide to leave the captain alone as well. You sit down in the mess hall and begin wondering what to do next, the day is almost done and you don't seem to have gained much ground in your investigation. Brim then returns to you and explains that he found a large cache of "sticks" being made by a crazed orc-ish pupil with tribal patterns adorning his body and a ring in his eyebrow. Brim must be referring to one of the students, but you're not too sure which one.


Rhag'nuul
You get over to the western side of the room and peer north, that's when You spot a bright blue chest lying inside an eastern indent in the wall.
To the north the path simply continues until it reaches a dead end.
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Post by Shaggypichu »

alright i'll move forward six squares again.

when the next turn comes i will move one square foward and 5 squares to the right (from the maps view) and should be right by the ogre. this will be my next action unless the battle moves.
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Post by RPGguy »

Rhag'nuul
You get over to the western side of the room and peer north, that's when You spot a bright blue chest lying inside an eastern indent in the wall.
To the north the path simply continues until it reaches a dead end.
Rahg'nuul proceeds carefully towards the chest. He fully expects the chest itself or the area around it to be trapped. All of his senses are on heightened alert. He leans on all of his skills of observation and detection to discover them. But make no mistake, he has every intention of getting it open and discovering its contents.

ToDM: please advise any details of the chest discovered. My character will 'take 20' in any skill checks that apply to make sure it is safe before before I attempt to open or pick (Knowledge: Arcana, Search, Spot etc...)
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Post by Siberys »

No problem on the waiting. It takes 1 minute to search a five foot area, so I'm assuming I spent at least 15 to 20 minutes on this.

Just post a "Khannon, you're up" message when we're in sync again.
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 »

Jarrackt

Frederick and you continue charging onwards towards the battle, you hope that you can only make it in time. You watch in terror as the ogre goes to attack the wounded orc who feebly raises his shield to defend himself.

1+8=9 FUMBLE (Lucky!)

The ogre stumbles forward not realizing that having a busted tendon in the foot would throw off it's swing, and because of such end up sending his club flying in the air over the orcs head and launching it 20 feet away from itself to the north.
The wounded orc, seizing this opportunity brings his cleaver down on the ogre's other leg.


8+4=12 (Crappy rolls much?)
vs
16 miss

The orc misses his chance as he uses his shield to repel a random swing of the ogre's fist. The other orc goes to chop at the ogre's leg again raising his axe over his head and letting out a battlecry...

10+4=14
vs
16 miss

But misses as the ogre stumbles out of the way of his axehead. Frederick continues to charge in position coming up around the fountain. You then continue to charge toward the ogre but can't reach him until next turn, so you come in close but wait outside of the ogre's reach.
The ogre clearly wishing to recover it's club decides to start wailing away at the shield orc with his two fists.


d20+8-2=7+8-2=13
d20+8-4=18+8-4=22

vs 13 double hit

1d6+5=3+5=8
1d6+5=1+5=6

The ogre smashes the orc's shield and breaks the orcs arm with his first hit the orcs arm snaps like a twig and the broken bone shards protrude from the skin as the orc falls to the ground in a painful death. Then the ogre throws another punch this one smash the orc's skull into the cobblestone ground making the very stonework under the orc break, the orc's body twitches but only as a response, all life has faded. The ogre the proceeds to brutalize the orc by smashing his entire body into a blood pulp.
The other orc fuelled by raw rage tries swinging his axe at the ogre so that he can stop him.


12+4=16
vs
16 hit

11+4=15

The strike is emotional and erratic, it barely even hit the target, but the force of the attack is profound, the axe cuts deep the cracking of ribs signalling a true and pure strike. Blood flows freely from the opened wound as the ogre howls in pain.
The ogre looks tired and worn as Frederick charges in behind and delivers what should be the killing blow from a distance with his guisarme.


10+6+2=18
vs
16 hit

7+4=11

The blade goes through the beasts back lances through the heart and bursts forth bloodied on the other side of the ogre's chest. The ogre then falls to the ground an lays limp.
While you are happy to have defeated the beast and still be alive the knight inside of you feels a pang of regret that you couldn't make it in time to save the other orc, and the other part of you feels slightly annoyed that you couldn't have delivered the killing blow.
From the northwest of the centre an orc chief arrives with a group of other wounded orcs and a few goblin archers.
This orc is large an intimidating for even an orc and you can tell from his appearance that he has some intellect. Frederick walks over beside you and whispers "He's a black orc, or Oruk. They're orcs who more or less work for the inquisition."
The orc strides over and see the two of you with weapons and armour. You can see him mulling over what to do, he then barks to the orc with the great axe in orcish. The orc stands upright and salutes. After abit of an exchange the orc with the greataxe beats one hand against his chest while holding the axe triumphantly in the other. He then points the end of the axe at Frederick.
Seeing your confusion the Oruk begins to talk in common with an amount of clarity that takes you by surprise. "While my superiors would much like to see you arrested and questioned for your equipment, I am willing to overlook the transgression of you and your sidekick.", indicating you, "Under the condition that you help us fend off the ogres until reinforcements arrive. We are gathering citizens and moving them to Ironstone keep over there..." The orc indicates a large keep to the south east. That overlooks the southern eastern passageway.
"I'm going to continue to rally up the citizens from the western part of town. I want you three to rally up the eastern part of town and meet up in the keep before sun fall."
The Oruk doesn't wait for your response before marching off. The orcish warrior, does some quick funeral rites for the little remains of the soldier and places the battered shield over the corpse and lays head down in silence. Frederick leans in "Well I guess we'll be doing heroics sooner that we expected, don't you think."


Rhag'nuul

You begin looking at the chest, knowing that it's obviously trapped but trying to figure out how it works... When suddenly the room begins shifting again... You brace yourself more steadfastly this time. You can either stay with the chest and discover it's secrets or get into the southern room before it closes off...

I know you wanted the chest but the room was going to move and I figured I'd ask, if decide to continue taking 20 you'll have to wait for Khannon to perform some actions... That said.

Khannon
"Khannon, you're up"
You feel the entire dungeon begin to shift and turn and notice the metal wall literally start setting off sparks as the room shifts. Once the motion is over you notice that nothing has overtly changed in the room but something feels different...
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Shaggypichu
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Post by Shaggypichu »

ToDM: true i got really lucky. i dont think the orc would have let me go if Frederick didnt get their in time to save the last one.

"Very true. Im just glad they didnt arrest us or stay. I thought i was gonna feint after seeing that orc. Very nice kill Frederick. :) Im going to need some smoke on the way there." (loads pipe with a gram of green vern, lights and inhales. apoan exhale) "Did he say to the east part of town? ...Let's be off."

Will continue to smoke until next encounter.
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Post by Siberys »

I stand near the near a corner to the north, the furthest area away from any opening or potential opening (doorways to the west and south, maybe a trap door in the middle, etc) and wait for a moment, gazing upon the room to find any new features-

Spot-
1d20+6
10+2 = 12


~~~~~~~~~~~~~~

2nd Character-

Name-Dante Blackwinter (Alias: Whistler)
Race-Changeling
Racial Stats-
~Shapechanger Subtype
~Medium
~Base Speed 30ft
~+2 racial bonus to saves vs sleep and charm magics
~+2 racial bonus on bluff, sense motive, and intimidate
~Natural Linguist (Speak Language is always a class skill)
~Minor Shape Change: Disguise spell at will, does not alter equipment, +10 to disguise check, True seeing reveals true face.
~Languages- Common, Auran, Dwarven, Elven, Orc, Goblin, Giant
~Favored Class- Rogue

Class-Rogue
Class Features-
Sneak Attack +1D6
Trapfinding


Alignment-Chaotic Evil

XP-0
Level-1

HP- 1D6
6/6

AC-15 (+3 Dex, +2 Armor)
Touch- 13 (+3 dex)
Flat Footed- 12 (+2 armor)

Initiative-3

Speed-20

Str-11(+0)
Dex-16(+3)
Con-10(+0)
Int-18(+4)
Wis-11(+0)
Cha-14(+2)

Base Attack/Grapple-0/+0

Attack-
Punching Dagger Silver +0
1D4-1
20/x3

Punching Dagger Cold Iron +0
1D4
20/x3

Full Attack -2/-2
1D4-1 + 1D4
20/x3 + 20/x3

Saves-
Fortitude--0+0=0
Reflex-----2+3=5
Willpower--0+0=0

Skills-
Appraise (Int)-------------------------1+4=5
Balance (Dex)--------------------------2+3=5(-1 Armor)
Bluff (Cha)----------------------------2+4=6
Climb (Str)----------------------------0+0=0(-1 Armor)
Decipher Script (Int)------------------0+4=4
Diplomacy (Cha)------------------------2+2=4
Disable Device (Int)-------------------2+4=5
Disguise (Cha)-------------------------1+2=3
Escape Artist (Dex)--------------------0+3=3(-1 Armor)
Forgery (Int)--------------------------1+4=5
Gather Information (Cha)---------------3+2=5
Hide (Dex)-----------------------------2+3=5(-1 Armor)
Intimidate (Cha)-----------------------1+4=5
Jump (Str)-----------------------------0+0=0(-1 Armor)
Knowledge (local)(Int)-----------------2+4=6
Listen (Wis)---------------------------2+0=2
Move Silently (Dex)--------------------2+3=5(-1 Armor)
Open Lock (Dex)------------------------3+3=6(-1 Armor)
Perform (Sinister Coup De Grace) (Cha)-3+2=5
Profession(Assassin)(Wis)--------------2+0=2
Search (Int)---------------------------2+4=6
Sense Motive (Wis)---------------------3+2=5
Sleight of Hand (Dex)------------------2+3=5(-1 Armor)
Speak Language-------------------------2+0=2
Spot (Wis)-----------------------------2+0=2
Swim (Str)-----------------------------0+0=0(-1 Armor)
Tumble (Dex)---------------------------2+3=5(-1 Armor)
Use Magic Device (Cha)-----------------2+2=4
and Use Rope (Dex)---------------------2+3=5(-1 Armor)

Feats-
Two Weapon Fighting

Equipment- 22 GP Remaining
Punching Dagger with Collapsable Sheathe, Silver (26)
Punching Dagger With Collapsable Sheathe, Cold Iron (12)
Studded Leather Armor (25)
Camping Supplies (25)
10 Days Rations (5)
Sunrod x5 (10)


Backstory (A note to players of my game, while I use the name blackwinter commonly, they are not always the same characters. Thus you will not be able to metagame knowledge of any blackwinter)-

Seems daddy Blackwinter doesn't have much time for his creation. A mutated offspring of a doppleganger, a noface with no true identity and his own wife, I am a prodigal son and detriment to his fancy bank account. My brothers, who would only consider themselves brothers out of a technicality, loathe my abilities, they hate my enigmantic existance, Skell may have only been the one who gave a damn and yet...to maintain his image, when it came down to it he turned on me as well.

People are scum. All living creatures know sin and know evil, those who squander their livelihoods on hedonism and debauchery, who flaunt their wealth with expensive garments of unnecessary and tactless taste, who corrupt themselves in the hells of politics and social beaurocracy, they shall know my name. Proles do not concern me, a pissant commoner struggling to make his or her way in the world while having the maggot drenched filth that is monarchy shoved down their throats, I respect them, I am them. I am all of them at once and yet none of them, I blend in seemingly to the walking mobs of people in any city, and yet I am always waiting, always lurking about, watching and yearning for my chance to exact my vengeance upon society.

Skell, Dervish, Madea, Minerva and Malek, all shall feel the wrath of my blade. All who tie themselves with those shall feel my piercing venom destroy their inner being while I filet their outer. And all who delight in sinful pleasures of man shall see no mercy from me. I am a freelance killer, a scumbag in the eyes of any military figure. Some of my contracts come from random peasants, and some from organizations, but soon all shall know me as I wander from street to street, city to city, nation to nation, all shall know my true name: The Whistler.


DM Please Advise-
Collapsable Sheathe translates into a +4 bonus to conceal the dagger (basically it retracts into a hole, akin to wolverines claws retracting into his skin). I used Triple the base price of the weapon and then applied the special material modifiers. If this is not okay, or you've got your own price you'd prefer, just lemme know.

Oh, and as for camping supplies, This more than covers most of the basic essentials of camping gear listed in the players handbook equipment section. It's not a discounted price, I just rounded it all off into one section to save space on my sheets, in fact I'm probably spending more GP by doing that but considering after level 3 or 4, 25 gold is nothing.
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 Siberys »

Found the two most appropriate images.

Dante Blackwinter (My true face)-
http://www.wizards.com/dnd/images/roe_gallery/88247.jpg
Replace the triangle shuriken with two punching daggers, and armor and shield with just studded leather armor

The Whistler-
http://www.wizards.com/dnd/images/eb_gallery/82151.jpg
Replace the red whip with a red tail (can be grabbed and cut as my shape change does alter my physical body, but cannot be used as a weapon or for means of combat).
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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kozeph
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Post by kozeph »

I keep a look out for half orcs students and if I ever spot the drow student I weave her to join me in my table, if anyone else wants to join my table I gladly let them sit on my table.

Edit: I got my modem :D Ill be able to post regulary now(if im not swarmed by homework:laugh :)
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 »

Rhag'nuul

You begin looking at the chest, knowing that it's obviously trapped but trying to figure out how it works... When suddenly the room begins shifting again... You brace yourself more steadfastly this time. You can either stay with the chest and discover it's secrets or get into the southern room before it closes off...

I know you wanted the chest but the room was going to move and I figured I'd ask, if decide to continue taking 20 you'll have to wait for Khannon to perform some actions... That said.
There is no way I am leaving this chest. Standing by.
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Nvlutz
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Post by Nvlutz »

Jarrackt

You begin to light up as the orc warrior finishes his mourning process. The orc gets up looks at you and takes a sniff. The orc looks like he's about to say something but instead shakes his head and leads you and Frederick towards the eastern part of the city.
According to Frederick he believes this is the town of "Dunfall". He confirms this with the orc. Dunfall is a fairly large miner town of South Western Ablion.


The city is divided into 4 parts, and some of those parts have smaller sub-sections. I've included a map on Dunfall, as visual aid, but you'll want to read over this to understand everything.

North This is where the mountains are.

The Upper part of the Northern mountain is the territory that the ogres live, and normally a battlement of orcish troops who are paid by "the Veil" (A royal house from Morderheim, the one that Frederick and his family pays allegiance to). It is assumed that these orcish troops are either all dead, or have abandoned their post leaving the town of Dunfall wide open to the attack that is occurring.

Upper North connects to Lower North.

The Lower part of the mountains has a zig zagging path going up the mountain and further up north. Along this path their are a number of mine shafts that the townspeople go into to work.

Lower North connects to Upper North and High West.

West
High West Is a small residential area. This is the area the Black Orc and his group are rallying townfolk from. It also happens to be the only section of town that directly connects to the North. So if the Ogres spill from the northern mountains to make another attack this is the first part of the city to be in danger.

High West connects to Central and Lower North.

Central This is the centre of the town and is where you fought the ogre. It is littered with bodies from the ogre's first attack. In this part of town there are empty market places, a small church devoted to the local patron deity of mining Kurtulmak (something sounds familiar with the name, but you can't put your finger on it).

Central connects to High West, Outlook South and Middle East.

South

Outlook South This part of the city is where the cemetery and Ironstone keep are located. It's called "Outlook" because the Keep was built on a small elevation to overlook the southern entrance of the city to protect them from Gnollish warbands. This is where the Oruk wants you to bring the citizens once you've rallied them all.

Outlook South connects to Central (West), and Southern Entrance.

Southern Entrance This is where you and the wagoner, who is now fleeing the city with his wagon, arrived from.

Southern Entrance connects to Outlook South.

And finally East There are three parts and it is the most heavily residential, but is considered the safest part.

East Rise
This part of the city rests just under the crescent formed by the pathway Lower North mountain pass. According to the orc this section of the city took heavy damage since the ogres attacked it first throwing everyone off guard. They rolled boulders down the pathway and crashed them down upon the houses in this area, survivors will be few.

East Rise connects with Middle East, it is possible to try and get to Lower Northern pathway and mines, but that would require you to scale the mountain face.

East Fall
This is the lowest part of the eastern city it is a single road with the fewest houses but is the safest area being the second last place to be in threat of an ogre attack, the safest being Ironstone Keep.

East Fall connects with Middle East.

Most importantly... as your character tries to concentrate on this massive information overload...
Middle East
This part of the city is directly in the east and is where you have arrived. This part of the city is a large circular area with houses built all around the circle and inside the circle, this is the most residential area. There are only 3 breaks in this giant circle one leading to East Fall, one to East Rise and one leading back to Central (West). The people here are still taking shelter in their homes unable to think of any other alternatives.
Unfortunately for you is seems like an ogre must have slipped through the central area during the battle and before your arrival. The ogre seems unaware of your presence yet and only seems to be lumbering around aimlessly in the far eastern part making it's way north...
The Orc is seething from the mouth in rage gripping his axe in his hand wishing very much to lodge it in the ogre's spine. But Frederick put's his hand on the orc's chest...
"The safety of the citizens is our top priority, we should evacuate the citizens from the western part of the circle, before the ogre circles around. Then when it reaches here we can go back to the east end and evacuate citizens from there. If we provoke it now who knows what damage it may cause." Frederick reasons.
"Dat's assumin' da dummy just walks 'round 'n 'round. He could begin smashin' people all squishy like, anytime. I Say we stab 'em while we still have da ella... ele.. elemehnt of surprise." Says the orc, which is an incredibly rational argument. You wonder if this is the sort of effect having an Oruk as captain can have on orcs over the years.
That thought is broken when Frederick breaks you Vern-induced meditation by asking, "What do you think we should do?"


Also remember to apply the effects of Green Vern to your character.

Khannon Radiat

You go towards the northern corner and try to look in the center of the room and see what has changed but your vision keeps being drawn to the western wall. You begin to trust your intuition and search the wall...

Search (Stone)
16+1+2=19

You discover an area of the brick in the middle of the eastern stonework where there is less stonework... You might be able to smash your way through if you gave it a really hard shove. But you might burst through into enemy territory, and you'll no doubt be sore slamming yourself against a wall, successful or not...

I love your new character, I've already come up with a great way he can be entered into the world I'll just need to figure out how or if he'll be able to interact with other pc's. Might have to do some solo-ing but sounds more suited for the character until a legitimate reason could be made, along with various other factors. So he's approved (Rectracting claws included), but I'm going to wait a bit before dropping him in.

Rhag'nuul
Meanwhile, Rhag'nuul decides to stay behind in the room and inspect the chest and surrounding area. You take your time being very cautious, you will not be subject to any more unpleasant surprises! You find that the chest is a "trigger" trap.
In this case, the chest when unlocked, if not disarmed properly will trigger the giant stone statue to pivot on it's base and send the axe smashing thought the wall, sending both a granite axe at your head an various bits of debris from the collapsing wall at you.
There are three ways of disarming the trap...
The most surefire way is to destroy, or remove the axe from the statue's grasp.
The other is to try and disarm the trigger (Disable Device) in the chest.
The final way is to try and launch the Statue's trigger directly at the the base of the statue, this will require you to remove a spring or cut a thin metal rope inside the statue's base (Disable Device), which will activate the trap prematurely.
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Post by Shaggypichu »

Nvlutz wrote:Jarrackt

You begin to light up as the orc warrior finishes his mourning process. The orc gets up looks at you and takes a sniff. The orc looks like he's about to say something but instead shakes his head and leads you and Frederick towards the eastern part of the city.
According to Frederick he believes this is the town of "Dunfall". He confirms this with the orc. Dunfall is a fairly large miner town of South Western Ablion.


The city is divided into 4 parts, and some of those parts have smaller sub-sections. I've included a map on Dunfall, as visual aid, but you'll want to read over this to understand everything.

North This is where the mountains are.

The Upper part of the Northern mountain is the territory that the ogres live, and normally a battlement of orcish troops who are paid by "the Veil" (A royal house from Morderheim, the one that Frederick and his family pays allegiance to). It is assumed that these orcish troops are either all dead, or have abandoned their post leaving the town of Dunfall wide open to the attack that is occurring.

Upper North connects to Lower North.

The Lower part of the mountains has a zig zagging path going up the mountain and further up north. Along this path their are a number of mine shafts that the townspeople go into to work.

Lower North connects to Upper North and High West.

West
High West Is a small residential area. This is the area the Black Orc and his group are rallying townfolk from. It also happens to be the only section of town that directly connects to the North. So if the Ogres spill from the northern mountains to make another attack this is the first part of the city to be in danger.

High West connects to Central and Lower North.

Central This is the centre of the town and is where you fought the ogre. It is littered with bodies from the ogre's first attack. In this part of town there are empty market places, a small church devoted to the local patron deity of mining Kurtulmak (something sounds familiar with the name, but you can't put your finger on it).

Central connects to High West, Outlook South and Middle East.

South

Outlook South This part of the city is where the cemetery and Ironstone keep are located. It's called "Outlook" because the Keep was built on a small elevation to overlook the southern entrance of the city to protect them from Gnollish warbands. This is where the Oruk wants you to bring the citizens once you've rallied them all.

Outlook South connects to Central (West), and Southern Entrance.

Southern Entrance This is where you and the wagoner, who is now fleeing the city with his wagon, arrived from.

Southern Entrance connects to Outlook South.

And finally East There are three parts and it is the most heavily residential, but is considered the safest part.

East Rise
This part of the city rests just under the crescent formed by the pathway Lower North mountain pass. According to the orc this section of the city took heavy damage since the ogres attacked it first throwing everyone off guard. They rolled boulders down the pathway and crashed them down upon the houses in this area, survivors will be few.

East Rise connects with Middle East, it is possible to try and get to Lower Northern pathway and mines, but that would require you to scale the mountain face.

East Fall
This is the lowest part of the eastern city it is a single road with the fewest houses but is the safest area being the second last place to be in threat of an ogre attack, the safest being Ironstone Keep.

East Fall connects with Middle East.

Most importantly... as your character tries to concentrate on this massive information overload...
Middle East
This part of the city is directly in the east and is where you have arrived. This part of the city is a large circular area with houses built all around the circle and inside the circle, this is the most residential area. There are only 3 breaks in this giant circle one leading to East Fall, one to East Rise and one leading back to Central (West). The people here are still taking shelter in their homes unable to think of any other alternatives.
Unfortunately for you is seems like an ogre must have slipped through the central area during the battle and before your arrival. The ogre seems unaware of your presence yet and only seems to be lumbering around aimlessly in the far eastern part making it's way north...
The Orc is seething from the mouth in rage gripping his axe in his hand wishing very much to lodge it in the ogre's spine. But Frederick put's his hand on the orc's chest...
"The safety of the citizens is our top priority, we should evacuate the citizens from the western part of the circle, before the ogre circles around. Then when it reaches here we can go back to the east end and evacuate citizens from there. If we provoke it now who knows what damage it may cause." Frederick reasons.
"Dat's assumin' da dummy just walks 'round 'n 'round. He could begin smashin' people all squishy like, anytime. I Say we stab 'em while we still have da ella... ele.. elemehnt of surprise." Says the orc, which is an incredibly rational argument. You wonder if this is the sort of effect having an Oruk as captain can have on orcs over the years.
That thought is broken when Frederick breaks you Vern-induced meditation by asking, "What do you think we should do?"


Also remember to apply the effects of Green Vern to your character.[/i]
ToDM: I remembered :) . had to quote to reply correctly.

Snaps back to reality and realizes whats going on. Pulls both the orc and Frederick in for a huddle. A little uneasy pulling the orc in. "Both of you have a make a great point.... but either way we have to get the citizens evacuated without anybody dying. And if a fight breaks out here who knows what the citizens will do to get away. We should get everyone out first. I'm not really thinking straight, but I think we should try to evacuate everyone first."

Waits for the others reply. Or if they have any other ideas. And ponders on
Kurtulmak and try's to remember where I've heard/seen before.

Roll 15+1 INT=16
Sokoku no tame ni
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Siberys
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Post by Siberys »

"Hmph, I've no fear of stone and therefore no fear of anything less than stone."

I smash the obvious area-
Attack-
1d20+5
9+5 = 14

1d20+5
17+5 = 22

1d20+5
15+5 = 20

Damage-
1d6+3
5+3 = 8

1d6+3
3+3 = 6

1d6+3
5+3 = 8


I quickly hop back and stand in a defensive stance (+2 AC, -2 Attack) after those strikes in preparation for what's to come.


@DM-

Solo and party are both okay for Dante. That's why I included the "I respect commoners" bit, because most adventurers would be considered commoners; not nobility.
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 »

Brauer Drudoc

You look around for half-orc students, but can't seem to find one that matches the description brim gave you. You overhear some students talking in hushed tones and periodically gazing over at you. You decide to go over to them and ask them about there thoughts.
As you begin to walk over, Cid enter the room with a worn Byggvir who's soul crushed looks could make a ghoul look downright cheerful. It's at this time the students All nod at eachother and suddenly swarm the three of you enmasse!
A student from the mob a high elf comes forth as a spokes person. "The student body and I were wondering who was going to be replacing professor Hy'grass, once he retires." Cid looks at the student, "How Should I know that's up to Lord Neraphim to decide."
Unfazed the student continues, "How does Neraphim-", "Lord" Cid interupts as he sits down and acts as tired as how Byggvir probably feels. "Right... How does LORD Neraphim choose a professor?"
Cid begins to prattle on "He chooses the most qualified people and knowledgable of the field to pass on their knowledge." Byggvir coughs and sputters "chooses... mindmunchers..." And beats his chest, Cid continues on obviously too aloof to catch the slur.
The student head then asks, "How does he know who is most qualified?" The student asks coyly. Cid at wits end throws his hands up, "How should I know? Could you get on with it?"
The student looks back at the other students, gets there nods of approval and coaxing before continuing on, "Well we thought that since we are the students who must be taught by this professor we should have some say in the matter, and we figured that we should see whether we, as a student body should nominate You, or professor Brauer as the new teacher.
The best way to do this is to see who has the most to teach, and the best methods, so we've come up with a set of 5 trials."
Cid raises his eyebrow.


Sense motive 13+1=14

You have a sneaking suspicion that Cid is going to want to accept this challenge, not because he wants to teach "Spoiled ingrates" but because, he has too large an ego to lose to you be default. As for the students, you know they didn't have any interest in the replacement for Hy'grass. But their motives are unclear...
Much like you expected Cid agrees and then all the eyes suddenly shift to you... In the corner of your eye you see the drowess has finally appeared for today, and in a striking black dress non the less... She's hiding in the corner and part of you is itching to get her thoughts on recent events... But, you seem cornered...


Arvall Marsharness

When we last left off Arvall was in the village of Harpyloft a village gone mad, with villagers assaulting "outsiders" and group of demonic enties infesting the town. You might be inticed to split out of this infernal town had it not been for a gypsy woman who helped you unlock the true powers of your sword "The Divine Protector", this led you to investigate the town hall and clear it of the demon inside in an effort to try an interrogate the apparent female leader of this cult. You survived the battle with the beast, but the cost of your relative sanity (-1 wisdom temp.).
You uncovered a box with the saying "...fsale 'gdos' subqaebld oevr the solpis, but we aiawt the ture mseatr." and purple velvet interior with 6 insets, 5 of which were empty. The sixth had a gold coin set in with an emblem of a 5 headed dragon.
You had then begun making your way northwest out of the townhall, and towards the tavern.

Last rolls

move silently18+3=21
hide 12+3=15
search 5+2=7
spot 10+1=11

You begin heading northeast, assuming the tavern is that way, you take the eastern road and plan on going north rather than prancing straight in the open area with the fountain. It is on this detour that you hear something...

Listen 4+1=5

You can't make out what it is and you don't know where it came from... You stand at the side of the road and await any people who may have spotted you... But nothing...
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Post by kozeph »

Brauer Drudoc:
"This could be fun!" pats Cid on the back with vigor "Count me In, let of pit our knowledge in this test and enlighthen the aprendices" gives a big smile then winks at the drowess

Arvall Marsharness (god I missed the old bugger) :D

quickly finds a place with cover and tries to make out what the sound is.

listen 15+1=16
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 »

Rhag'nuul
Meanwhile, Rhag'nuul decides to stay behind in the room and inspect the chest and surrounding area. You take your time being very cautious, you will not be subject to any more unpleasant surprises! You find that the chest is a "trigger" trap.
In this case, the chest when unlocked, if not disarmed properly will trigger the giant stone statue to pivot on it's base and send the axe smashing thought the wall, sending both a granite axe at your head an various bits of debris from the collapsing wall at you.
There are three ways of disarming the trap...
The most surefire way is to destroy, or remove the axe from the statue's grasp.
The other is to try and disarm the trigger (Disable Device) in the chest.
The final way is to try and launch the Statue's trigger directly at the the base of the statue, this will require you to remove a spring or cut a thin metal rope inside the statue's base (Disable Device), which will activate the trap prematurely.
[Rahg'nuul is somewhat relieved to puzzle out the purpose of the statue...he had it in the back of his mind that it might reanimate with one wrong step. (again), I refuse to leave the chest and will attempt to disarm the trap on the chest itself. I will use the Chanceborn Ring to initiate the 'Luck of Heroes' (x1/day) on the attempt as well]

Disable Device: 11 + 9 (skill modifier) + 1 (LoH) = 21
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