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Posted: Thu Apr 22, 2010 10:20 pm
by Shaggypichu
"We will ride with you. Not a problem. Glad we could help. Mind if I ask if you know anything about the Green Knight, we are seeking anybody still alive that have battled with him. Have you heard of anybody that has battled with him and still lives?"

Frederick and i will climb into the wagon when the old man is ready.

gather info 6+3 CHA=9

Posted: Thu Apr 22, 2010 10:23 pm
by RPGguy
This is my idea of what you have described. File attached.

'D' on the drawing = doorway

Posted: Fri Apr 23, 2010 1:32 pm
by Nvlutz
Shaggypichu wrote:"We will ride with you. Not a problem. Glad we could help. Mind if I ask if you know anything about the Green Knight, we are seeking anybody still alive that have battled with him. Have you heard of anybody that has battled with him and still lives?"

Frederick and i will climb into the wagon when the old man is ready.

gather info 6+3 CHA=9
The two of you accept the old man's offer. As you set off towards the village you ask the old man about any information that he has on 'the Green Knight'.
The old man scratches his chin, "Hmm, why? Is he famous? I've never heard of this Green knight. Oh wait! Do you mean the renegade warlord Grigg? Most people have been calling him a "Black orc" or something like that, but Green knight makes sense because of the skin and all..." The old man says with a chuckle.
The trip actually proceeds relatively quickly on the wagon. You look around the pathway and notice the leaves are becoming orange on many of them.
It will be autumn soon in Albion, and after that winter.
"Don't see what the big fuss is with this 'Green Knight', but seems like alot of people are trying to catch him, bounty hunter, orcs, I even heard there's an inquisitor after him." The wagoner says with a shudder.
Over the horizon you see a large pillar of billowing black smoke rising from the location of the city.
"Oh dear." The old man says... he looks torn on what to do.

RPGguy wrote:[out of game]

I too had trouble with your descriptions nicolas. please let us try to map it out on our own rather than you drawing it for us.

But when you are describing areas, shorter sentences...with more use of periods for punctuation might help.

Will provide my own map to you based on what you've described thus far and you can verify. I'll need some time first.
Alrighty, I'll start making the maps, just as a word of caution though, it'll take me a little while to update the maps, and please remind me if I don't post the updates with the map.

Also: Each square is 5ft, and north is up. I'll add those details to the next map.

Posted: Fri Apr 23, 2010 2:01 pm
by Shaggypichu
Nvlutz wrote:The two of you accept the old man's offer. As you set off towards the village you ask the old man about any information that he has on 'the Green Knight'.
The old man scratches his chin, "Hmm, why? Is he famous? I've never heard of this Green knight. Oh wait! Do you mean the renegade warlord Grigg? Most people have been calling him a "Black orc" or something like that, but Green knight makes sense because of the skin and all..." The old man says with a chuckle.
The trip actually proceeds relatively quickly on the wagon. You look around the pathway and notice the leaves are becoming orange on many of them.
It will be autumn soon in Albion, and after that winter.
"Don't see what the big fuss is with this 'Green Knight', but seems like alot of people are trying to catch him, bounty hunter, orcs, I even heard there's an inquisitor after him." The wagoner says with a shudder.
Over the horizon you see a large pillar of billowing black smoke rising from the location of the city.
"Oh dear." The old man says... he looks torn on what to do.
"Can you get us their any faster sir?" i asked the old man. Then look towards Frederick "Hope your ready for trouble friend. Let's hope we arrived in time to save the townsfolk." Says to self in mind (I hope it's not orcs. It won't be orcs. It can't be orcs).

Posted: Fri Apr 23, 2010 2:53 pm
by Siberys
Ah, ok. With that map I understand how it works now.

Some minor suggestions. I think maybe the wording was the real issue.

See, when you said the room was a cube, I kept invisioning it as just that. So I had no idea what you were talking about when you said outcropping, but now I see that (if I have this right) it's an area of 'extra walling' that we can't move through.

So, my suggestion is that it'd be best not to use any geometrical figures when describing the room. Instead of 30ft by 30ft square room, just say 30ft by 30ft; this way we have the dimensions but know that it's subject to change.

Also, a much better word for Archway is Corridor or Hallway or even "open pathway." I kept thinking of like this stone arched magical gate on the sides of the room.



Anyways, back in game-

"Hmm...we both can sneak, and both do well in the dark. It's much more likely for us to be caught if we sneak together, so how about we split up. I'll take the eastern path and you take the western, and meet back here in ten minutes with what we find?

Just for reconnaissance of course, no actual engaging any creatures that might be lurking here if you can help it."

Posted: Fri Apr 23, 2010 3:43 pm
by RPGguy
Siberys wrote: "Hmm...we both can sneak, and both do well in the dark. It's much more likely for us to be caught if we sneak together, so how about we split up. I'll take the eastern path and you take the western, and meet back here in ten minutes with what we find?

Just for reconnaissance of course, no actual engaging any creatures that might be lurking here if you can help it."
"No Khannon, I am not equipped for any close quarters action at the moment. I prefer your exotic abilities remain close by. And this place is likely a den of traps, some of which might require some 'skill' to overcome. So you choose the path but I am afraid I will have to follow. My senses are being triggered heavily down here and I doubt you will regret my stubbornness before long."

Search the armory quickly before moving on: 3+9 = 12

Posted: Fri Apr 23, 2010 7:49 pm
by kozeph
out of game: back in black ;)

I keep the events of last night to myself. and wait till someone approaches me to talk, also I look for people that are of an average height and that look like the didnt had to much sleep

spot: 11+1=12

Posted: Fri Apr 23, 2010 7:49 pm
by Siberys
"Hmph, fair enough," he brings out a silver piece. *Flips* "Heads is east."

*lands on heads*

"We go east."

Posted: Fri Apr 23, 2010 8:12 pm
by Nvlutz
Jarrackt
The man nods and begins getting the oxen to race towards the village. As you arrive at the city you see a few people racing past you as the retreat from the village you and Frederick prepare for the worst.
In the village centre there is a savage ogre swinging his club at 2 orcish malitia. One of the orcs looks pretty worn out and pretty close to death. The village centre is littered with the corpses of orcish warriors, goblins, a few townsfolk. You might even be safe assuming that some of the goblins lying on the ground are just playing dead. Well, except for the goblin impaled on the top of the fountain in the centre of the village centre, with it's blood pouring out into the fountain water.
Frederick whispers to you, "We should probably help the orcs since they're part of the law enforcement here, but we might get arrested afterwards since we're not supposed to have weapons or armour without a permit."


Khannon & Rhag'nuul

Khannon makes his suggestion of splitting up to search the vault and Rhag'nuul makes his argument against splitting up.
Rhag'nuul begins to search the armoury while Khannon checks peaks into the other two rooms.

Spot 9+2=11
Rhag'nuul sees that the manequins look like they were used as practice dummies at some point since they have much evidence of sword cuts and broken bases, the weapon rack is coated with dust.
Khannon sees some notes scatterred on the floor of the eastern room and at path the western pathway sees that room forks early on to the north and south with only a stone wall being directly to the west.


Will update with map in abit.

Posted: Fri Apr 23, 2010 9:12 pm
by RPGguy
[Rahg'nuul swipes at the dust on the weapons rack, checking to make sure there's nothing hidden there and then follows Khannon into the room off to the east]

"Find anything here? Looks like this might be another death end, a real one this time"

Posted: Fri Apr 23, 2010 9:34 pm
by Nvlutz
Brauer

out of game:Nice to have you back on board.

You scour the room to see if you can figure out who the interloper was, but from the looks of things quiet a few students look out of it. You hear a student say "That was a most glorious gathering last night." with a wink to another student.
Sounds like they started drinking last night when you went to bed... There was no alcohol though, unless they brewed some up last night, those clever devils.
Feeling a bit distraught from that plan failing yo wonder what other options you have, or what preparations you should make considering you still have another 2 days at sea.


Khannon and Rhag'nuul

You travel east into the next room inside there are three papers scatterred across the floor along with some debris. The marble debris appears to be part of two statues that were broken off of their pedestals located in the eastern part of the room. In the south of the room there are some puddles of blood which seem to lead further down south.

Spot rolls for the next room
Khannon 13+2=15
Rhag'null 10+1=11

Khannon sees the blood trail down to the southern room, towards some floating stairs going up.

Posted: Fri Apr 23, 2010 9:42 pm
by Nvlutz
RPGguy wrote:[Rahg'nuul swipes at the dust on the weapons rack, checking to make sure there's nothing hidden there and then follows Khannon into the room off to the east]

"Find anything here? Looks like this might be another death end, a real one this time"
Rhag'nuul

Before having headed into the room with Khannon Rhag'nuul searches the weapon rack to find any secret compartments.

4+4=8

You don't find anything. You decide to go towards Khannon in the other room, but suddenly there is a large shudder!
You feel yourself getting pulled off your feet and towards the east. Meanwhile the room where Khannon is seems to be slipping away to the east, the archway slowly being covered by a stone wall starting from your left going towards the right!


Khannon

While investigating the eastern room you feel the shudder yourself and almost fall on your face southward. You look back at Rhag'nuul and see the pathway slowly closing with a stonewall from the left heading towards the right.

Edit to above post:In the map Rhag'null should be beside the armoury.

Posted: Fri Apr 23, 2010 9:46 pm
by Siberys
I collect the papers and head to the northeast corner of the room, and begin examining them while simultaneously keeping a vigilant eye on the southern corridor.

Posted: Fri Apr 23, 2010 9:49 pm
by RPGguy
Khannon and Rhag'nuul

You travel east into the next room inside there are three papers scatterred across the floor along with some debris. The marble debris appears to be part of two statues that were broken off of their pedestals located in the eastern part of the room. In the south of the room there are some puddles of blood which seem to lead further down south.

Spot rolls for the next room
Khannon 13+2=15
Rhag'null 10+1=11

Khannon sees the blood trail down to the southern room, towards some floating stairs going up.
[out of game]

Ok, a few questions for the DM as a learner...

1. I am the type of player that doesn't want to just walk past a magic sword without noticing it. Should I be specifying that my character does a search (and provide a d20 roll) each time my character enters a new area? How is ths aspect of the game typically handled.

2. I am a rogue with Trapfinding sense. How is that implemented by you as DM. Again, I'd like to think that Rahg'nuul won't bumble onto obvious traps. So how am I (as a player) supposed to address this kind of game mechanic.

3. Knowledge checks. I have dungeoneering knowledge and obviously, I'm always interested in learned as much about my environment as I can. But at the same time, I can't be doing d20 checks every 20 feet I walk. So how do you prefer to handle Knowledge checks.

Just looking for guidance so that I am not bogging down, slowing down the game while...at the same time...not operating my character as a dolt by failing to make certain checks when they are in order. What is the protocol here?

Thanks in advance

Posted: Fri Apr 23, 2010 9:57 pm
by RPGguy
You feel yourself getting pulled off your feet and towards the east. Meanwhile the room where Khannon is seems to be slipping away to the east, the archway slowly being covered by a stone wall starting from your left going towards the right!
"Khannon!!! Find the artifact and get back to the surface!!!! Don't wait for me!!!!!"

[I shout the message before the doorway seals up. I would have attempted a tumble to try and make it into that room with Khannon but I assume this is impossible since I've got no footing]

Posted: Fri Apr 23, 2010 10:12 pm
by Siberys
1. I am the type of player that doesn't want to just walk past a magic sword without noticing it. Should I be specifying that my character does a search (and provide a d20 roll) each time my character enters a new area? How is ths aspect of the game typically handled.
It is impossible to tell if a sword is magical unless the sword ability specifically states it gives off a glow (i.e. a flaming weapon will obviously be on fire magically), or you have detect magic. Otherwise, it simply looks like a well crafted sword.
2. I am a rogue with Trapfinding sense. How is that implemented by you as DM. Again, I'd like to think that Rahg'nuul won't bumble onto obvious traps. So how am I (as a player) supposed to address this kind of game mechanic.
There are two types of rolls when it comes to listen, search and spot. Voluntary and Involuntary. This can also apply to some saving throws. Voluntary means you declare what you are doing (i.e. "I search for a trap" and you include a roll is voluntary). Involuntary means you happen to "notice" or "not notice" the trap based on the DM's rolling.
3. Knowledge checks. I have dungeoneering knowledge and obviously, I'm always interested in learned as much about my environment as I can. But at the same time, I can't be doing d20 checks every 20 feet I walk. So how do you prefer to handle Knowledge checks.
That would be knowledge Architecture/Engineering actually. Dungeoneering is how to -traverse- through dungeons, not the physical make up of the building structure. Dungeoneering also applies to underdark and abberation based creatures.

Example, probably everyone knows this but just as an example, with Knowledge Dungeoneering, you might happen to know the fastest/easiest way to open a gated door or portcullis, that being the wheel that gathers the rope to pull it up. Those without might not make that connection right away.

Personally, I've used K: Dungeoneering as a mapping tool. If anyone in the game has that skill, they are allowed to make the map, and I can show it to them. Otherwise, if no one has it, they don't get access to mapping.

Posted: Fri Apr 23, 2010 10:20 pm
by Shaggypichu
Nvlutz wrote:Jarrackt
The man nods and begins getting the oxen to race towards the village. As you arrive at the city you see a few people racing past you as the retreat from the village you and Frederick prepare for the worst.
In the village centre there is a savage ogre swinging his club at 2 orcish malitia. One of the orcs looks pretty worn out and pretty close to death. The village centre is littered with the corpses of orcish warriors, goblins, a few townsfolk. You might even be safe assuming that some of the goblins lying on the ground are just playing dead. Well, except for the goblin impaled on the top of the fountain in the centre of the village centre, with it's blood pouring out into the fountain water.
Frederick whispers to you, "We should probably help the orcs since they're part of the law enforcement here, but we might get arrested afterwards since we're not supposed to have weapons or armour without a permit."
Once I realize we fight alongside orcs I begin to calm a little. "Well we cant just let them die. Maybe they wont arrest us as a reward for helping." i sound a little unsure. "Let's hurry and help out the Orcs." Frederick and I will start to get closer.

Move silently Roll 2+2-5armor check pen.=-1 (I think i failed. lol)

Posted: Fri Apr 23, 2010 10:22 pm
by RPGguy
Okay, thanks Sib. Very helpful. So in summary, I shouldn't be executing pointless checks (knowledge, search, whatever) without some prompt in the DM's text that doing so might reveal some new information or development. Correct?

For example, if Nicolas states "Ragh'nuul travels the length of the ordinary brick hallway, finding himself in a...", I can assume as a player that there is nothing to possibly discover in that hallway right? (i.e. no traps, secret doors or a camouflaged +16 crossbow hanging on the wall)

Posted: Fri Apr 23, 2010 10:25 pm
by Siberys
There would either be nothing there to discover, or you simply don't see it as the DM made a spot check for you and you failed.

And I made a mistake in the post. I edited it to correct that mistake but when I said "That would actually be Knowledge Dungeons, not dungeoneering," for the life of me I have no idea why I didn't type out the correct skill. Stone structures and physical schematics of buildings is Knowledge Architecture/Engineering.

Posted: Fri Apr 23, 2010 10:40 pm
by RPGguy
Roger that.

ToDM: please refer to post #475 as my action.