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Nvlutz
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Post by Nvlutz »

Bluestorm wrote:I can not wait i attack the big brute with a mighty swing

3+5=8 and i'm surprised that my axe shaft does not break as i smash the ground
The massive Hyena growls at you menacingly and begins pulling the wagon with such determination and speed you would have never guessed it was the same creature that you had just moments before seen dragging it's feet to pull the cart along.

Wagon moves forward 10 feet.

The giant gnoll dodging you failed attack, brings his massive axe above his head and smashes it downwards towards your direction as you attempt to pull your axe out of the mud...

11 + 4 = 15
vs 18

You quickly pull your axe out with all your might and the force of the axe escaping the mud fortunately send you tumbling out of the way of the axe swing in time. You try to recover but the lankier gnoll has already sent his spear end towards your face...

7 + 3 = 10
vs 18

But you deflect his blow by batting it away with your axe. The crippled gnoll driver is busy cursing profanities as he whips his steed to move faster.

Critical and Fumbles

For any new players this is a good time for me to bring up critical and fumbles. These are rolls that can occur in combat with attack rolls and outside with skill checks.

On a "natural 20", that is a roll when you roll a d20 and it naturally lands as a 20 without bonuses, you automatically succeed at whatever you were doing even if you wouldn't normally with a score of 20 and your bonuses. They're are a few exceptions that a DM might rule, for example swimming UP a waterfall, I don't care if you got a perfect 20, not happening unless magic is involved.

In combat rolling a 20 results in a critical, some DMs make it so you must attempt to get a critical by rolling another 20, however my rule is a single 20 is a critical, you then do x2 or x3 damage depending on what your weapon does on criticals. Certain weapons, usually more finessed ones, allow for criticals on things aside from 20's such as a (19-20) or (18-20) while these do as much damage as a critical, they do not have the "Auto-hit" of a natural 20.

On the opposite end you have a natural 1, called a fumble, you roll one of these and things go poorly, my choice on what that is. Your weapon could break, you might hit an ally, you might drop your weapon or get it stuck somewhere, You might accidentally cut the rope to the bridge you are on. In some rare cases, like with a flail or berserker weapon you might even damage yourself! With skills, a fumble usually not only fails at the task at hand it makes things worse.
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Bluestorm
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Post by Bluestorm »

time is run out i must get the large gnoll down, i try bringing my axe up through
his chest i need to see blood
the swing 16+5=21 i see blood damage 2+3=5 i hear a rib or 3 crack
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Nvlutz
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Post by Nvlutz »

Bluestorm wrote:time is run out i must get the large gnoll down, i try bringing my axe up through
his chest i need to see blood
the swing 16+5=21 i see blood damage 2+3=5 i hear a rib or 3 crack
The foul beast lets out a howl of pain and the captive dwarves let out a collective cheer. It's breathing becomes more forced as he struggles to stay in the fight. The giant hyena beast begins trying to turn towards you bringing the cart with it, the sudden turn , if performed to quickly could easily topple the wagon. The Hyena pulls with all it's might so that it may now reach it's prey as his gnoll handler tries to coax the beast into taking the turn more softly...

Strength check vs animal handling

11+5 = 16
vs
13+3 = 16

Tie, re-rolled

10+5 = 15
vs
15+3 = 18

Rotated cart 45 degrees, didn't smash wagon, This is where the map represents.

Despite the animal's urge to turn the corner quickly the Gnoll handler was already on the animal, knowing it's true nature and knowing how the beast was prone to sudden movements. He lashed at the beasts back but to no avail, the cart was about the tip, in a quick recovery the cart driver lashed his whip out at one of the beast's hind legs, doing no real damage but shocking it enough to give the beast pause and making the knee bend. Gravity came back into play and the cart landed safely back on all fours. The beast now opens it's foul jaws in order to sink his teeth into the dwarven flesh it craves...

10 + 8 = 18
vs 18

This is normally a hit! Fates have spared you... for now.

Armour is damaged -1 to AC granted by armour.

The Beast managed to bite into your scale mail but missed taking your arm with it. It rend the sleeve off of your armour, and devours it whole, the battle is quickly turning against you. Your mind is racing and blood is pounding in your ears. You become frantic. You either need a complex plan, an evacuation strategy, back up or you might just be seeing an untimely end... But before you can even think you are on your toes as the giant gnoll recollects his composure and swings out in retaliation.

11 + 4 = 15
vs 17

His strikes seem less focussed and he seems to be losing consciousness, the gnoll's only driving force is his bloodthirsty rage which causes his mind to be clouded, and he misses. The smaller gnoll strikes out at you now exposed arm...

10 + 3 = 13
vs 17

However the over eager gnoll misses his mark. That is when you hear the crack of a whip...

20 + 0 = 20
vs 17

damage 2 x 2 = 4 (non-lethal)

And you feel the sting of the whip against your arm, nothing serious but it'll leave a bruise, no doubt.

10 hp left.
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Post by Bluestorm »

i must kill this large gnoll i my mind kill him and the others my back off.
i don't feel the pain this could be bad for me arrrr attack 17+5=22 my blade
sinks in damage 5+3=8 blood on the ground i feel good but will i live for another
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Post by Nvlutz »

The giant gnoll drops his axe and falls limply to the ground and his final muffled cries are drowned out by the blood the clots up his own mouth as he falls over. The giant hyena snaps it's sharp teeth at you again...

6 + 8 = 14
vs 17

... but you were ready for the beast's foul attack and dodge it quite quickly... The hyena with his spear makes his move....

16 + 3 = 19
vs 17

Damage 2 + 2 = 4

This time the gnoll his mark. You pull yourself away from the sinking blade and feel the blood gush out of you as the gnoll cackles wildly... You begin to get light headed and struggle to ignore the pain, that's when you hear a ruckus...

Grapple Check
10 + 3 + 1 = 14

One of the smaller dwarven prisoner in the cage, notably one without a beard, has managed to use the confusion to sneak his small, but strong arms throught the bars and is now attempting to throttle the caravan driver's neck through the bars...

vs
13 - 1 (surprise attack penalty) + 0 = 12

The surprised, and crippled driver was completely unprepared for the surprise assault and while putting up a valiant struggle remained grappled thought the bars. The dwarf then reaches for a metal chain around the gnoll's neck. On this chain their is a large key! The dwarf takes the key and passes it on to another one of the dwarves who runs to the end of the wagon and opens the gate. The dwarves begins spilling out of the wagon and make a break for it! The Gnoll driver struggles to break the grapple...

9 + 0 = 9

vs.

4 + 3 + 1 = 8

The gnoll breaks free of the grapple and spins around to bite the Dwarf's hand.

14 + 0 = 14
vs.
10

3+ 0 = 3 damage

9 Hp left.

The bite draws blood and the dwarf pulls his hand out of the gnolls mouth causing some flesh to tear and blood to pour from his open wounds.
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Post by Bluestorm »

I call out "fight" and i swing for the beast pulling the wagon i must go on
the pain will not stop me 13+5=18 i can not see if i hit the beast mus t go on
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Post by Nvlutz »

vs. AC 16,
It's a hit!
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Bluestorm
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Post by Bluestorm »

now my eyes have cleared i can see a gaping wound 6+3=9 will it go down
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Post by Nvlutz »

Bluestorm wrote:now my eyes have cleared i can see a gaping wound 6+3=9 will it go down
You axe lands a sizeable hit on it's paw, but this beast is far from defeated... It snaps it fangs at you...

13 + 8 = 21
vs 17...

6 + 7 = 13 damage

The beast bites at your right leg and sinks his teeth into your thigh, then pulls away rending your soft flesh... You look down at your blood leg and begin to pass out... The last thing you see is the terrible beast closing in on you...

Currently at -3 h.p.

Unconsciousness and death

For new players who get their hp lowered past 0, this does not mean death.Instead the character is unconscious and only dies at -10. The exception to this is non-lethal damage which can never lower a person past 0. When at -1 to -9 hp you are unconscious and you must roll to see whether you body stabilizes. Roll a d100, on a 10% chance that you can recover. If you fail you lose an hp and must wait until the next turn. If you recover the bleeding stops and you stop losing hp unless attacked again. When unconscious an enemy can attack you without rolling to attack, since it's easy to hit a non-moving target. There are 2 other ways to stabilize a person, first is the "Heal" skill which stops the bleeding if successfully done. The second is through a cure spell, which stops the bleeding, and if strong enough can allow the character to come back from unconsciousness.

That all said, you don't need to roll for stabilizing this time because...

End of Day 1

Khannon Radiat gains 300 experience points, spent 2 copper pieces on upkeep (food)
Kasnig gains 600 experience points, spent 15 copper pieces on upkeep (food, whetstone, other things to keep what remains of your armour and gear in working condition.)


Khannon Radiat

You have passed through the Greylock mountain pass quite uneventfully. Upon reaching the path on the planes your mind still lingers on the Dorwick monastery and how it seems like it was more than just your home that you lost, you also lost your entire world as you know it. It seems ironic that as a child growing up within the confided monastery walls you always dreamt about what it'd be like outside and how you'd go on exciting adventures and meet all sorts of new people... But now, when you have no option but to leave you find yourself more sorrowful than ever. Your train of though comes to a screeching halt though as you come across Shadowvale, the small trade centre that lies on the path to Mootschmidt. It was only two days ago when you had last been here selling you wares to bring supplies to the monastery. Keeping a low profile you enter the town. Even though you haven't been in Shadowvale often you know a fair amount from what you've experienced and what other monks had told you. Shadowvale is small trade village with a population of roughly 300, a sixth of them being the greenskin forces garrisoned their to protect the trade city from gnollish warlords and slave traders who forget the boundaries and to keep unrest at a minimum. While pondering whether or not you should inform the populace of the recent attack on the monastery and whether or not the orcish authorities would care (assuming they didn't have a hand in the ordeal), you see a young human girl being cornered by an orcish guard on the patrol who seems to be infatuated with her but she doesn't want any of it. You wonder whether you should get involved, or if any outside intervention would only make the scenario turn ugly.

Kasnig

Miraculously, you wake up alive... You feel the warmth of a nearby fire and try to get up. Only to be rattled with pain through your leg... Your in pain... but pain is a sign of being alive. More cautiously you sit up and prop yourself on a nearby log. You are in the middle of a forest in the early morning, on the other side of the campfire there is a beardless short dwarf, he has a splint on his right arm, along with some bandages on the hand. He seems to be aware of your awakening and silently offers the remainder of the wild hare that is cooking on the spit...

You haven't fully healed, because of this you are only at 4/14, while you may move slowly outside of combat, you know when the need arises you can grit the pain and use your leg normally allowing you full speed.

Dash the Ranger

You are still in Blackoak, considering you next course of action.

For Dash, if you are still interested in playing and feel cheated out of a day, you can still choose a set of actions for what you want to do for your "Day 1", or if you want you can ignore it and begin on "Day 2". If you are unsure of what to do go back to page 2 of the thread and reacquaint yourself with the scenario.
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Nvlutz
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Post by Nvlutz »

Player Callout

I would also like to mention that anyone who is interested in playing some D&D can still join in the adventure while it's fresh and just getting started.
Don't worry if you are new, I'll be glad to teach you.
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Post by Bluestorm »

I look at the dwarf in front of me "thank you,what happened" i wait for a answer.
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Post by Siberys »

Standing well out of the way from the orcs-

I take out my map of Mootschmidt, and a single caltrop from my bag. I prick a finger, and then draw a small red X on the map in any random area outside Mootschmidt.

Then I approach

"Greetings Mighty Greenskins, I hate to disturb this union between you and a fine lovely lady but I have a proposition that might interest you more than her, a proposition involving very rare and valuable crystals to make you wealthy.

In my hand, I hold a map. This map details the location of a small treasury in a knothole of a tree left by a friend. I'm sure you've seen me around town, I come in and leave with such small quandries it should be clear I don't need this.

I do appreciate human companionship though, and so I propose a trade. Allow me to...shall we say "talk" to the girl, in private of course, and I give you the map?

Sound like a deal?"


Bluff- 1d20+0
17+0 = 17
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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Nvlutz
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Post by Nvlutz »

Bluestorm wrote:I look at the dwarf in front of me "thank you,what happened" i wait for a answer.
He looks at you, you can sense a deep sorrow is hidden behind his powerful eyes. He just smiles and says "Just returning the favour, we stick together y'know." He seems a little distracted, realizing that you are still looking at him and feeling the need to make conversation he asks "Pretty ballsie stunt you pulled back there. Grateful for it too. You not only saved my life, but maybe you gave me a second chance..." He strokes his barren chin before asking, "So what's your name Flind-slayer?"
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Post by Nvlutz »

Siberys wrote:Standing well out of the way from the orcs-

I take out my map of Mootschmidt, and a single caltrop from my bag. I prick a finger, and then draw a small red X on the map in any random area outside Mootschmidt.

Then I approach

"Greetings Mighty Greenskins, I hate to disturb this union between you and a fine lovely lady but I have a proposition that might interest you more than her, a proposition involving very rare and valuable crystals to make you wealthy.

In my hand, I hold a map. This map details the location of a small treasury in a knothole of a tree left by a friend. I'm sure you've seen me around town, I come in and leave with such small quandries it should be clear I don't need this.

I do appreciate human companionship though, and so I propose a trade. Allow me to...shall we say "talk" to the girl, in private of course, and I give you the map?

Sound like a deal?"


Bluff- 1d20+0
17+0 = 17
Success!

The Orc seems to sober up at the sound of treasure, and looks at the map. He quickly glances between the map and then back at you trying to size you up. Eventually, he bellows out something in orcish and within a minute a skittish goblin scribe with parchments of every size arrives. They discuss the situation. The goblin looks at the map, pulls out his own and quickly scrawls down the locations indicated. The orc then gives you the girl and the orc and the goblin minion scamper off back to their post.

Sorry for taking so long to reply to your message by the way, I was trying to figure out what your bonus language for the +1 intelligence went into. Still haven't figured it out, but even if it was orcish I think you got the drift of what happened...

The human girl seems especially thankful, she looks to be a daughter of a farmer of the area since her pale freckled skin and red hair has thin layer of dirt and her build is a little to muscular to belong to a group of that doesn't know the rigours of farm life. She seems kind of shocked that you went out of your way to help her but recollects herself quickly. "Thank you sir, I'll admit that I think I was almost a goner for a second. You appear to have travelled a long way from the monastery, do you need a place to rest?"
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Post by Siberys »

Sorry for taking so long to reply to your message by the way, I was trying to figure out what your bonus language for the +1 intelligence went into. Still haven't figured it out, but even if it was orcish I think you got the drift of what happened...
No worries, forgot about that myself but I tend to follow the stereotypes with languages, thus the closest relating language I would get would be Giant. I'll write that down in my sheet at the beginning of this thread.
"Thank you sir, I'll admit that I think I was almost a goner for a second. You appear to have travelled a long way from the monastery, do you need a place to rest?"
"That would be wonderful, though I'm afraid I can't stay for long. I've been called to mootschmidt with some, unfortunately, pressing matters. I thank you for your hospitality."

I follow her to her place.
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 »

Siberys wrote:
"That would be wonderful, though I'm afraid I can't stay for long. I've been called to mootschmidt with some, unfortunately, pressing matters. I thank you for your hospitality."

I follow her to her place.
You follow her east, past the general store and the guard tower along the way and then make a left going north through the old market place. You eventually reach her house which is almost near the outskirts of the city at the very edge of the palisade that encloses the city walls. Her house is actually located right beside the very gate you'd need to travel through to get to Mootschmidt. You stop by her house which is actually one of the larger and more successful of the farmhouses. With quite a few acres of land and a decent sized stable with some horses. Upon entering the house you meet a tall thin sickly woman with an apron covered in flour, you can only assume is the girl's mother. The girl seems a bit disappointed. The mother then chimes in "Ulthielle, you were supposed to go find you little brother... and who is this?". Ulthielle goes completely pale and begins to stammer/ Suddenly the door swings open and a group of three young boys run into the house. "Missus Quelos, Missus Quelos!!!" They are clearly frightened and tearful, they all begin talking over one another until The older woman bobs a few of them on the head, with a rolling pin. One of the kids then explains how they were playing hide and seek when, her son went into the old abandoned Brigburn family house to hide and suddenly vanished. You wonder whether you should help these people when it's just children playing and you have more pressing matters to attend to, not to mention that you'll want to leave town before the orc patrol decides to actually check those map locations...
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Post by Siberys »

"Calm down miss, allow me to lend a hand.

Describe your son to me and I shall return him before nightfall."
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 »

The woman looks skeptical at first. But her daughter is already nodding frantically. Madam Quelos struggles to smile, but the worry is apparent in her face. "Well, he's 8 years old is incredibly, short even for his age, has brown hair, green eyes and has freckles. To be quiet frank, you can see we're doing moderately well for ourselves despite hard times so he's the only boy in the village with a blue tunic." Her voice wavers... By this point, she can't say anymore, she's about to break down, and is losing composure. She sits herself down, "I don't know who you are, or what you're doing with my daughter, just find my son. His name is Jakob, but but I always call him Jacobbo."

"Hey mister dwarf" Says one of the children, "I'll bring you to the old Brigburn house." Having decided to help these people and knowing of no better place to start your investigation you go. Ulthielle joins you and after walking to the western part of the village you come to the place and the children simply point at it.

The old house rests unsteadily in the edge of the outskirts of Shadowvale. It is subject to the effect of years of neglect. Its walls partly crumbled and the roof is obviously broken and now sits in the middle of the main room. The thick glass that once made its windows is shattered, leaving only scarce evidence of their existence. Heavy leafless bushes and rogue plants have randomly flourished and cloak partially the entrance and the holes in the walls. A strange feeling of dread and desolation hangs about this place, as if some evil would linger about.

This room is the recipient of years of decrepitude endured by the house and is full of debris. The tiles that once were the shelter of the roof are now scattered and broken about its entirety. Debris and refuse now litter the floor as evidence of frequent squatting by unknown individuals can be clearly seen about. That's when you notice something that humans wouldn't notice. A trapdoor hidden in the stone floor. It seems jammed though...
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Post by Siberys »

I search around through the debris for anything similar to a wedge or makeshift wedge, and then try to jam it under the trap door to pry it open.

Quick Search
1d20+1
11+1 = 12(14 if it's made of stone)

Strength Check-
1d20+2
13+3 = 16

If I can't find any or what I find breaks, then I will search all around the house more thoroughly for Jacobbo, occasionally calling out that nickname.

Thorough Search-
1D20+1, Automatic 20
20+1=21


(Otherwise, if I do get in the trap door apply that thorough search for it instead of the whole house).
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 »

Siberys wrote:I search around through the debris for anything similar to a wedge or makeshift wedge, and then try to jam it under the trap door to pry it open.

Quick Search
1d20+1
11+1 = 12(14 if it's made of stone)

Strength Check-
1d20+2
13+3 = 16

If I can't find any or what I find breaks, then I will search all around the house more thoroughly for Jacobbo, occasionally calling out that nickname.

Thorough Search-
1D20+1, Automatic 20
20+1=21


(Otherwise, if I do get in the trap door apply that thorough search for it instead of the whole house).
Search the debris you find a rusted iron bar that once served as a support for the crumbled roof. You take the beam and put it in a loose crack between the natural floor and the the trapdoor. Then you pry with all your might...

Double Success!

The stone trap door swings open revealing a ladder going down to a dark wine cellar. You proceed down with Ulthielle following behind you. The cellar is dark and without light. You can see perfectly fine, but Ulthielle seems unable to make out where she is. You decide to look around for something to use as a torch so that she won't fumble in the darkness. Finding some busted timber is not a problem in this mess, but trying to find a rag is another matter. In your search you stop because you notice a sizable crack in the base of the wall. Too large for you to enter normally, but easily a hiding spot for children.

Perfect success!

You move the loose bricks out of the way to reveal a corridor leading to a room blowing with a faint blue haze. against the far left wall of the cavern their is the silhouette of a small crouched figure. You are unsure of what is making the eerie light and what the shadow is. You still have to decide whether you want to send Ulthielle back up to the surface or lead her with you to the next room...
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