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Out of game: Your items: Thieves" tool - Page 48 - D&D / Pathfinder Archive - Posted: 29th Jan, 2013 - 11:10am

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Post Date: 28th Jan, 2013 - 5:01am / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
A Friend

Dungeons & Dragons 3.5 RPG Main Game - Page 48

To Praos:
As Izumi walks up to the thresh hold of the large room her shadow filters in to the room and you see the out line of a woman's form cast on the wall from the hallway. As the others move a round you see there slightly distorted shadows realizing the foot steps you herd coming down the hall are from more then just one person.

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Post Date: 28th Jan, 2013 - 2:48pm / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
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Game Main RPG Dragons and Dungeons

Praos heart skipped a bit the moment he realised that whoever was coming was not the half orc. But his delight was short lived as he could clearly discern more than two shadows on the wall. He was not willing to risk a confrontation with the half-orc without being fully prepared, so he decided that the best course of action was to try and hide. If by any chance things were different he would decide on the spot what to do.

Out of Character: : Sorry about the delay but I was working. I rolled a 16+2=18 hide check .

28th Jan, 2013 - 7:22pm / Post ID: #

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

After [he] successfully got though the room without triggering the traps, Felipe goes now at front of Izumi and he searches around and he spots the "X" mark, he doesn't want to go in the "X" room, there might be danger in there, so he passes the room and than he spots the "Bathroom?" room and he passes the room too. Than he sees the same sign on the part of the room that says "Safe, disarmed" and now he walks carefully toward the room while holding his sword tightly getting ready for any attack.



Post Date: 29th Jan, 2013 - 5:32am / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
A Friend

Page 48 Game Main RPG Dragons and Dungeons

Out of game:
We lost a player whom deleted his account due to need for school. I will be removing him from game with a swift death if you wish to fish his body out of the trap for his items, that is up to you all.

In game :
Rudiger walks threw the spear room and in he next hallways looks over at the door with an 'X' marked next to it and says, "The traps here don't seem that bad" stepping in the room, and quickly losing his footing he slides in to the pit and is impaled on the spikes his bloody scream marks the reality of how deadly the traps can be if taken lightly. The scream can be herd in the hallways and other rooms near by.

29th Jan, 2013 - 7:08am / Post ID: #

Game Main RPG Dragons and Dungeons

Hearing the scream, Izumi looks around quickly, "Who was that!? Are we all here?" Izumi counts bodies and recognizes the missing man. "Where's Rudigar?" Izumi rushes back to the hallway just outside the Orb room. Seeing no sign of the man, she goes over to the "X" room, and scans for him.

(Out of Character:: Spot Check 15+3=18)



Post Date: 29th Jan, 2013 - 7:57am / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
A Friend

Dungeons & Dragons 3.5 RPG Main Game

You quickly see and can identify him from the back a bout 10 feet down int he center of the room with slopping floor. His body impaled on spikes facing down, with out moment. A spike is pierced through the chest covered in blood and you can tell form a distance it must of cleanly passed through the hart. He is dead.

The body is about 8 feet in to the room and a bout 10 foot down, if you had a rope you could likely get to him easily.

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Post Date: 29th Jan, 2013 - 11:10am / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
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Dungeons & Dragons 3.5 RPG Main Game - Page 48

To Krusten:

It's your first day in the city.

The cold early air of the morning highlights that the sun has just begun to rise over the hills in the distance. You had camped outside the city the night before because of your late arrival into this region of land. You have never been to this capital city before and it is huge. You got the feeling at once from the people you saw hanging laundry out and windows opened, that the whole city must be filled with easy marks. The kind of fools that feel safe in city life and are too fool hardy to understand that crime lurks in every shadow. It's not your fault if they are too trusting, and after all it's not like you are a thief for the sake of it. It's your skill and finely toned art, besides you only take what you need, right?

The night before you had a deep dream, but while it woke you with a startle, the only thing of it you could recall was the feeling of falling slowly surrounded in black feathers.
As you walk down the stone streets you hear the familiar cry of a crow. You look around to see the animal and symbol of your God sitting atop a building. It hops a couple times squawking in a normal tone while looking directly at you, then it flies a little further down the street and landing atop another building.
You swear the bird was looking right at you, but you think little of it. You know crows to be the messenger of your God sometimes but not every crow was such. Some were just black feathered birds good for pecking the eyes out of a corpse.

You move along down the street until you are near the building where the crow landed. You here it squawk again and as you look up it dive bombs you from the roofline nearly hitting you before taking flight down an alleyway. As you settle yourself, a black feather floats softly down in the air in front of you. As you put out a hand the feather lands in your out stretched palm, you think back to the dream you had last night as you walk over to the dark alleyway and look down it. You can see it leads to the next street over and then see the crow hopping on the pathway of the stone of the street one over.
For whatever reason, you decide to follow the crow heading down the alley, and to the next street. You look around spotting the crow further down the road. It squawks again as you emerge from the alley and flapping its wings a couple times, takes off down the street toward the marketplace.

You follow, while picking up speed; you don't even know why you're following it. Then you realize you are at a near run trying to keep pace with the bird.
It glides in to the market square before flapping a couple times to gain lift and settling on top of a statue over a large fountain.
The faceless boy on the statue over the fountain, now wears the settled crow as a hat.
You slowly walk in to the square only ever so slightly winded from the run. As you approach the fountain, you see a cloaked figure running and bump into a man at the fountain. Then a moment later guards are arresting him as the real thief vanishes down another street.
With the sight of the guards, you back away in to the shadows of the street you had come from and leave as quickly out of the square as you can.

You watch from the overhang of a shop as the guards drag the man off and look back atop the fountain but there is no crow. With the guards gone now, you step from the overhang looking around to see where that blasted bird had gone. It's nowhere within sight until you hear its familiar sound behind you. As you turn around, a heavy built man bumps into you. You are nearly thrown to your feet from the impact and he looks down at you from his tall perspective. "Hey, watch where you're going!", he says as he passes you. You can't help but think he is the one that ran in to you and he should watch where he's going. Now then where's that damned bird?
As you look around, you see it sitting atop the building across from where the overhanging was you just stepped out from. You shake a fist at the bird and say in a tone aloud but really only because the streets are still empty. "Watch it buddy! What are you trying to do, get me arrested?" very much talking to the bird as you gesture shaking your fist at it.

It squawks again and takes flight, this time for good up into the sky and away.
Good riddance, you think taking a look at the black feather in your hand. "What was this all about," you mumble to yourself as you head out into the square. Well, you"re here. Might as well see if there are any heavy pouches to pinch from shoppers in the wee morning, right? Never leave a situation without something to gain.

As you move through the marketplace you see shops opening and people bustling about, but not really the kind of mark you want. No fat, distracted, well-dressed, merchants or cumbersomely over confidant nobles. As you walk through the market you reach a shop between buildings set up as much like a tent as anything else, hung with rope and large cloth tapestries. Something draws you to want to enter, but before you get a chance you hear a shout in the distance. "Stop thief!" You see three small boys and a teenage girl dressed in rags running down the street toward you. The boys have handfuls of apples in their hands dropping some as they run. The girl has a cloth sack hugged tightly to her chest. You watch as they run past, then you see a couple of the apples have fallen near your feet. You reach down to pick up the free food, Hell, not like you stole them, right? Picking up the apple nearest to your feet, you take a big bite crunching into its perfectly ripe meat. A large and a bit overweight woman is running down the street. She stops next to you, and asks "Thieves! Did you see which way"¦?" Her words halt as she sees and recognizes the apple you're eating to be one of her produce. "Thief! Thief!" She shouts while grabbing you by the arm. You attempt to free yourself from her grapple but before you can manage to overpower her, three fit guards run up and drag you off shouting and kicking the whole time.

In the cell block, they take all your items but miss the dagger you have well hidden in the heel of your boot. Along with a couple of coins you had sown into the lining of your pant cuff.
The thieves" tools you had slipped into the hem of your cloak also manage to go undetected and your ability to bluff their questioning of you having anything else seems successful as you're thrown in to an empty cell in one of the cell blocks.

You sit there for about 15 minutes before a guard comes in dropping a small sack into your cell. You can't help but glare at him as his face shows nothing but overzealous delight in seeing you behind bars.
You pick up the small sack, peeking inside it as the sound of gears and screeching metal begins. You turn around to see a door on the back side of the cell open into a hallway leading to a room with round entrances. On the stone wall above the three entrances, the words alert you to the severity of your surroundings. This is the start of the "Trial of The Gods". You have to now pick which entrance to take and crawl in.

You search around hoping for another way out but find empty hallways, all leading back to this room and a choice. Hoping that maybe there's a way out in one of the tunnels; you pick the left one and go in. The smooth metal tunnel suddenly drops off quickly. The slide downward tells you that the depth of the dungeon is considerable and you manage to handle the tumble with your dexterity holding on to your items and landing in a pile of something before hitting the wall without injury.
As you stand up you realize the pile that had broken your fall was that of bones. You step out into the lit hallways realizing there are two other rooms just like the one you emerged from all connecting to this hallway.

As you progress down the hallway you find half of a body nearly cut in two wedged into a wall that holds a hidden door slightly ajar. A stack of broken bones beneath it, you can tell the attempt to keep the door open failed but was enough to highlight the entryway. You peek into the darkness through the two inch crack but see nothing. You crossed past the corpses and the stuck passage to a large room. In the large room, detailed carvings line the walls, and a well of clean water is center the room. Three doors highlight the walls, each made of precious metal. A door of gold, a door of silver, and a door of copper.

You try to see if there's any way to manage to break some of the gold from the door knowing it could be melted and valued upon escape. Failing your attempt, you kick at a pile of rocks and dirt revealing a small glowing stone. Picking it up, you realize it gives off the same amount of light as a candle but without the flame or possibility of running out. Rinsing the items off in the well you pocket the glowing stone.
Then, sitting against the well, you read the passages you understand from what's inscribed on the wall. "Take nothing from the grove."
"What grove?" You think to yourself. "And, how do I open the doors if they are all locked and have no keyholes?.."

It's not until now you realize something different, and that there's a weight on your hip where your weapon would normally hang but had been taken by the guards only moments ago. That's not all, the cloak you wear is now a much finer thing than you had but moments ago. Odder still, it's now trimmed in black on black embroidery of feathers around the cuff and hemline. Moreover, the back now displays the symbol of a solitary crow. This was not your Gods symbol, but it was never a wise thing to wear your Gods symbol in public. That's a sure way to get caught. As you look at the details of the embroidery they seem to fade nearly disappearing into the cloth. What trickery to put such details in to a garment that they can only be seen in the right angle of light?

You finally get that chance to search the small sack, and on discovery of the water skin within, you spill out the dirty water and refill it from the clean well.
You also find a days" worth in food. (1 old piece of bread, a chunk of dried meat, and a half rotten apple.) Barely what you might call a ration.
Also you find the small sack to hold a piece of chalk.

The short sword on your hip is dark. As you pull it from the sheath you look at it. The metal is tinted in black and the handle is wrapped in black leather along the grip. The guard on the blade is in the shape of a wing protecting the hand from the chance of an enemy's blade being deflected down its shaft.
And the pommel of the blade has the form of a fist gripped talon, the foot of a crow clutching a black glass marble.
The blade seems light in your hand slicing through the air with ease as you swing it, testing the weight and balance.

Not having taken too long to go over your items, you turn back to the task at hand of how to open the doors before you or the one wedged open but blocked with a mostly crushed body and a pile of splintered bones. Searching the room, you find chalk writing on the wall next to the three doors reading "Not this one" and then a passage in chalk on the wall that reads, "Use water to open doors".
Shrugging your shoulders and with nothing better to try, you go to the well. This is the first time you notice a bunch of rags tied together on the floor leading from the well to the doors but not really working well at a chain reaction getting the water to the doors. You pick up the clean bits of fabric seeing them as having better potential as being used as bandages or braided in to help make rope if you only had three times as many more. Dunking the wad of fabric into the well, you soak up water like a sponge and carry the dripping handful of rags over to the doors, ringing it out near one. As the water touches each door it opens, after you have all three open at one time the sound from the hallways of crunching bones and scraping stone draws you to look back down the hallways. The secret passage with the nearly sliced in half corpse stuck in the opening before lays on the floor, as the secret passageway is now open.

With items on your belt and damp rags in hand you head in to the passageway following the chalk arrow and word "Truth" pointing down the steps just inside.
Down the steps it brings you to a hallway. You wind the damp rags up into a coil much like you would if it was a rope. Wishing the whole time it was rope, as that would be something handy to have. You hook it to your belt by one of your leather straps.
You head down the hallways until you find bloody foot prints and follow them down another flight of steps.

You are very keen at finding spotting and navigating traps so as you come across one room after another of small child like traps you pass through them with ease. You pass by a body and the end of the bloody footprints but continue through the trap rooms managing to navigate them with skill. You have just come down a flight of steps to find a hallway going off in many different pathways when you hear a scream in the distance.

You realize for the first time you are not alone down here.
You move in the direction you think the sound came from carefully keeping an eye out for traps and moving silently as so to get the jump on whoever's down here. You spot a lever with the words, "Pull me", next to it but decide to move into the adjacent room without pulling it after spotting the safe passage through the seemingly empty room that you spot trap doors in.

As you get to the next corridor you see people just beyond the long room. You can tell they are panicked as they seem distracted by something in one of the door ways branching off from the hallways past the room separating you. You carefully spot in the room while still remaining hidden and can see the room is a floor plate trigger trap. You know you could easily navigate across the floor without setting it off, but now it is up to you to decide when to reveal your presence to the group ahead of you.

Post Date: 29th Jan, 2013 - 11:10am / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
A Friend

Dungeons & Dragons 3.5 RPG Main Game D&D / Pathfinder Archive - Page 48

Out of game:
Your items:

Thieves" tool kit, without the nice leather roll for them to all slip in to.
1 dagger
Your normal clothing with good boots.
Cloak of the shadows (+ 3 to move silently +3 to hide +3 to bluff)
1 silver holy symbol of your God in the form of a playing card tucked in your pocket
1 small sack
1 water skin
1 days" worth of food
3 gold
1 chunk glowing crystal giving off light equal to a candle
1 good leather belt
2 belt bags
1 black crow's feather
10 feet of rags tied together
Short sword "Black wing blade"

This +3 Adamantine blade was coated to appear black, and it's stronger than a normal steel blade.
This means it is less likely to break, will have a higher chance at breaking the weapon of an enemy in combat, and while your normal damage is 1D6 you then add +3 to it and you also have a +3 to your hit roll because of its strengthened state.
(So let's say you roll to hit, whatever you roll you will be adding +3 to it. Also, when you roll for damage and say roll a 1 after doing a successful attack you are doing 4 damage, if you roll your damage and happen to roll a 6 you"re doing 9 damage. Basically take your attack roll and + 3 to see if you hit along with your basic attack bounce, and then for damage take your roll and add +3 more damage.)

Hope this helps you with how to use a magic weapon. You still have to roll to see if you can hit and bypass the enemy's armor class but on a successful hit your blade is attuned with dealing better damage in one blow.

Welcome to game. Your character is now "in game" and you are free to do as you like with her. I wish you luck. Just declare your actions and interact, roll play, and have fun. If you interact in the world I will post as swiftly as I can, the game is player driven so the more things you want to do and or press forward the faster the pace of the game, and don't forget to interact with the other players. You will need each other if you hope to make it out alive.


 
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