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Felipe takes two spears, the first spear will - Page 46 - D&D / Pathfinder Archive - Posted: 25th Jan, 2013 - 6:54pm

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Post Date: 24th Jan, 2013 - 1:53am / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
A Friend

Dungeons & Dragons 3.5 RPG Main Game - Page 46

There are 6 undamaged spears in the long room. The trap will remain disarmed as long as Philip keeps his foot on that disarming pressure plate, thus making spear gathering easy for anyone else. There are 3 spears broken in half, and 6 heavily damaged ones but you can recover the spear heads if you wish.

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24th Jan, 2013 - 10:54am / Post ID: #

Game Main RPG Dragons and Dungeons

While Philip holds the plate Elrik passes thru the room and motions the others to follow. Then waits for Philip to take his place back at the front.



24th Jan, 2013 - 6:21pm / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game Archive Pathfinder / D&D

While Felipe keeps his foot on the pressure plate, he grabs a unbroken spear and he waits for the others to get pass the room before he releases his foot from the plate.



25th Jan, 2013 - 5:30am / Post ID: #

Page 46 Game Main RPG Dragons and Dungeons

Izumi will gather as many spears and spearheads as Felipe will allow to stay on the plate. If anyone looks at her funny, she replies with, "One never know what one may need or how they may need it."

She will then resume on her way out of the room.



Post Date: 25th Jan, 2013 - 6:28am / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
A Friend

Game Main RPG Dragons and Dungeons

Elrik and Izumi are now in the new hallway on the other end of the long room.

Out of game
Izumi how many of the aforementioned spears and pieces do you gather?
See this post for the new map.
I will have the new players introduction post up with in the hour.

Key:
Green stare = where party is progressing.
Yellow star is where new player had made camp.

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Post Date: 25th Jan, 2013 - 6:45am / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
A Friend

Dungeons & Dragons 3.5 RPG Main Game

To Tsila:
It was two nights ago and the young monk found his way through the streets in order to deliver a set of parchments to a follower of his God who had fallen I'll. The request of the holy documents to be delivered to the man's bedside had come from none other than the leader of his local order. Praos was thrilled to have been given such a task. While trivial to some, Praos took great pride in his work.

As he arrived at the residence of the old elf, he realized it was a good friend of his whom he had grown close to in the last couple years of his life in the city. The one named Grendel was a very old elf indeed and had told Praos some of the best war stories over his time in the city. It saddened Praos to see his friend taken I'll. Grendel never did have the best of health; he had taken one too many wounds in battle and wore the scars with honor.

"Thank you, boy, this will do me well to read," the elf says, taking the parchment from you. He looks long at you with knowing eyes then smiles and says, "I would ask you to stay but I have a feeling you are needed elsewhere, right?" You nod, knowing well it is your night to clean the chapel and make it tidy for the services offered in the morning. You take your leave and on the return trip walk slowly through the streets. The sun has set and it is dinner time. Your stomach reminds you that you haven't eaten since an early lunch. On the spur of a moment, you decide to grab a dish of soup from a local tavern on your way home and to the evening chores.

Sitting in the corner of the tavern, you can't help but watch as young adventurers make loud plans and boasts of fame. You wish, in part, to be like them but know there is something preventing you from just getting up and going off on your own. In another part of the tavern a group of Half-Orcs make a ruckus, getting more drunk and louder with every passing moment. When you finish your meal and go to pay the woman at the bar, the festive group of Half-Orcs has riled up a most offensive drinking song that quickly sparks an outcry from another group. In a flash a bar fight breaks out! You see a man near the waitress struck over the head with a chair. As you try to calm the brutes down, you wind up getting a bottle cracked over your head for the effort and swiftly knocked out.

That night, after being dragged to "Cellblock A", you awake in a small cell room across from many of the others you saw in the same bar fight. A set of guards walks down the cellblock hallway dropping a small sack in each cell as they go and wishing you luck in a tone of pure sarcasm.

You take the time to look in the bag and discover it is little more than some day-old food; enough for a single day's ration, and a piece of chalk. You had already come to the realization that the guards had removed all items of value from you, leaving you with little more than the clothing on your back, boots on your feet, the belt and now-empty pouches on your hips, and a hell of a headache. Notably missing is the wooden holy symbol normally tied to your belt by a scrap of cord.

You watch as the Half-Orc men roughly handle each other by three tunnel entrances at the end of the hall. As the "Trial of the Gods" is about to begin, the Half-Orcs take different entrances and you hear the long whooshing sound of them as they head down the metal tunnel-like slide.

You think perhaps that you should give them a moment in case the exit area is too cramped to quickly move out the way. When you feel sufficient time has passed, you take to the center entrance yourself. You manage to keep ahold of yourself and prevent injury as the slide abruptly ends, slamming you into a pile of something before hitting a wall.

As you stand and gather your bearings, you hear fighting in the hallway just outside the small stone room you landed in. Distracted by this, you failed to notice the pile of what broke your fall: bones of the dead who had come before you.

You peer into the hallway and see the Half-Orc men from the bar fight and the cells above fighting over the small sacks of rations. The largest of them wins, having no problem harming his friends for the right to the food and limited supplies. You decide it to be wise to stay hidden in the room you landed in as they proceed down the hall and around a bend. It's not until the racing of your heartbeat, thundering in your mind, calms that you realize the room you have hidden yourself in is little less than a tomb. Looking down you see the half-crushed skulls and ripped tatters of clothing long degraded. Noticing the pile of rib bones shattered beneath your feet, you jump from the room into the empty hallway. Respect for the dead was something you had but never had you been in a situation where you thought you would be standing on them.

You sneak down the hallway which is not hard to do with the ruckus of noise the Half-Orcs before you are making. You peek out into the large room with detailed carvings on the walls and a well centered in the room. You see the Half-Orcs fighting again, this time arguing as much in Orcish as they are in Common, clearly confused about how to open the doors. Suddenly, one of them throws a dish still half-full of water at another in a fit of rage and barely misses but hits the door to coincidentally open the way. The three Half-Orcs enter the door at once. "Three?" you think to yourself, "There had been four in the cells above. What happened to the last one?" You ponder turning back to the room from which you had come. As you peek in each one you find your answer with the body of a Half-Orc man, neck broken from the fall and collision with the wall.

You say some words in the name of your God and go to grasp at the wooden holy symbol you normally would wear tied to your belt. Cold like metal, the touch of fingers on silver. You look down, assessing yourself for the first time, you realize the wooden carved pendant is now silver and tied to your belt by a silver chain and not the old piece of cord that it had once hung from.

You"re starting items list:
Grey monk outfit (trousers - short sleeved vest - sash - woolen boots) decorated with the symbol of Fusru, the diamond.
1 small sack with 1 days worth food: 1Chunk of old bread, 1 piece of dried meat.
1 piece of chalk, a water skin.
1 leather belt, 2 belt bags
A small silver ring on your hand (ring of invisibility)
And a set of gloves hang tucked inside your belt.
(Gloves of Exceptional Strike, add 1D6 of damage when using the gloves in unarmed combat.)

You hear the sound of a door closing from the large room and move back out into the open space. Now you are there alone and can get a good look at the art on the walls depicting the war among many other scenes. You also find writing, most of which you can't read, and from the lines you can nothing seems to makes sense.

Lines he can read.
Common:
"Take noting from the grove"
Draconic:
"Bonds of Blood, and black chains will not brake"
"A Red eye can see the key"
Celestial:
"Ripples of the tide reveal movement."
"The old fool is the wisest one."

You exchange the dirty water from the water skin in the small sack with the clean water from the well. You pick up the dish off the floor that the man had thrown at the door when it opened; you gathered it was not the impact of the dish that had triggered the opening so you replicate the man's actions filling the dish with water you walk over to the door and see if the water was the key. With the pour of water on any other the doors you find them to open, upon having them all open at the same time you hear the sound of another door in the distance opening, and move back along the hallway to discover a hidden entrance, before you decide which door to take you hear a scream from the dark hallway in the door from which the Half-Orc men had gone down only a moment ago. You decide that you will take the same door as them if for no other reason then to offer help if you can, but as you go to that door the timer elapses and the doors close as it slams shut. You thought you heard another scream from the same hallways and have begun to second guess what to do.

Shaken a bit at all of this you go and splash some of the well water on your face and take a seat by the well. Your mind is a race with the images on the wall and the events that have befallen you this night, you should be home right now but you"re in the "Trial of the Gods", a judgment that has to date always proven fatal.

You do not know what to expect in the labyrinth of this underground dungeon, or even if there is any hope of survival in a seemingly futile conundrum.

You end up gathering your nerves after a little while and decide to take the same path as the men before you. You head in to the darkness full of fear but quickly find a dimly lit room fresh where blood lines the walls and a trail of footsteps leads in to the adjacent hallway. You take a deep breath and know the room holds a trap but you know not what to expect. You hear a voice right as you begin to take foot in the room, it's that of a woman's "walk along the wall to the left."

You quickly shift your step before letting it fall on the stone floor of the room and take the words of wisdom finding them to of lead you on a safe passage through the room circumventing the traps triggers down the center of the rooms floor. As you move on past the room you follow slowly behind the set of bloody foot prints until they lead you into a hallway and down a flight of steps. You discover the body of another of the men on the floor in a room, and carefully spot over the floor trying to determine a safe path. Spotting the loss tiles that must be for pressure plates you discover a safe path and walk it navigating through the room leaving the body untouched, but saying a prayer for him as you pass. You could tell he was dead and there was nothing you could do for him anymore. With his corpse was the end of the bloody foot prints you were following, you know there are still two others down here from that group.

You hear a zap like sound and peek around the hallways to see the two Half-Orc men exiting a room with glowing orbs, one of the two men, the largest of them, has four of the food bags tied to his belt and seems to be using the other man like a meat shield forcing him to walk in front of him to check for traps the hard way.

You decide it's worth keeping your distance and remaining unnoticed.

You wait what seems like an hour perhaps more, as you grow sleepy before stumbling in to the room against better judgment on proceeding onward. You trip forward touching the orb and realize that it's become disarmed with your touch, you know better than to try to navigate a room with traps while tired but it's almost like your body's acting with a will of its own, you walk to the next orb still trying to gather your wits about you and touch it zigzagging across the room like you know where to step to be safe, touching the last one and clearing the room, you shake off the haze of your tired mind as you go to move down the dark hallway to the stairs list from below.

In the hallways blue crystals light the hall and it splits off in different directions you don't know which way the Half-Orc men went but you scout around and make your way through an empty tomb after pulling a leaver you then pass through a hallway with spears cheerfully spotting of the safe places to step and then hit a hallway that doubles back you press forward to the end of the hall and a large room and slumping yourself against the wall quickly fall asleep.

What dreams greet you:
With sleep comes the dreams of war stories relived in the words of many told over time to you, you see the battle field and a boy standing alongside a man on a hill top, a formless mass of blue behind them and in the boys hand a glowing blade, he holds the weapon up pointed at the sky and you see the surge of red mist pass you rushing at the boy and flowing over you like a wave heavy and choking out the light of the sky, body's dust in a sea of deep crimson, the stench of death and a bitter dust cover you. You can feel the horror and sickness of it, a feeling of pure hatred and loathing, and then suddenly it is all shattered in a brilliant light and a feeling of deep rooted hope. The boy stands weapon pierced in to the ground, the earth shakes and the old man next to him falls to his knees, the boy lets go the blade turning to the old man's aid. The blade glows and the light shatters its form twisting and distorting before you, you can see it move as if were alive as it sheaths itself on the boys hip, unaided and without form.

You hear a woman's voice behind you. "See now the death of him, the creator of the blade and the man form of your god." you turn around to see whom is speaking but as you spin the world spins with you, and you find yourself looking down form the hill top from the vantage point of where that which was blue was just a moment before standing in. You see the boy just before you his back to you the man in his arms dying he speaks, as his body dissipates in to a kaleidoscope of magical glittering flecks of pure magic. "Worry not, mark my words; a God cannot die so easily as this, I will be but slumbering until I am needed again." a feeling of dizziness over comes you and you wake to the sound of footsteps coming down the hallway toward the room you are in.

Out of game:
Other items you found along the way and or picked up:
2 silver, 5 copper
3 good spears
A broken leather sling
9 good sized stones to use with the ling if needed
1 glowing crystal (gives off flameless light = to a candle)
A broken piece of chalk
1 wooden dish

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Post Date: 25th Jan, 2013 - 9:54am / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
A Friend

Dungeons & Dragons 3.5 RPG Main Game - Page 46

The past day has been surreal for Praos. Even though he always craved to get himself into an adventure he never thought that he would be thrust into one like this. The cruel game the call "Trial of the Gods" was a trial only in name, never distinguising between victims and offenders. But here he was trying to fend for himself. He had many unanswered questions about this place, like what was up with all this traps and the complexity of some of the rooms. But what was more intriguing was the voice that seemed to guide him through the rooms and help him avoid the traps. Was it his imagination ? The dizziness caused by the bottle smashed on his head ? Or something more which he could not yet comprehend.

And what about that dream he had when he finally managed to get some sleep ? He had heard so many stories about the war. From small skirmishes to the final confrontation and the victory over the red mists, if it could be called one. But they have never invaded his dreams. And was that boy the child of the sky ? And what the voice said of the old man being the now vanished Fusru ?

But things had to wait. Footsteps were getting closer and the dizziness of sleep was still on him. Praos gathers his rather none existant supplies, hides as best as he can in the room and waits to see who is coming, hopping that it is not the half-orc from before.

Out of Character:: Will do a spot check if needed .

25th Jan, 2013 - 6:54pm / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game D&D / Pathfinder Archive - Page 46

Felipe takes two spears, the first spear will be the one that Felipe will use and a extra one just in case if the first spear brakes apart.

Reconcile Edited: Felipe on 25th Jan, 2013 - 6:55pm




 
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