Wolf's Bait - Page 9 of 11

You carefully place yourselves by the opening - Page 9 - World of Medieval PBP RPG - Posted: 19th Feb, 2010 - 11:50pm

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23rd November 2024's Text Adventure:
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Posts: 88 - Views: 11422
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Medieval Wolf PBP RPG
SCENARIO - The actual story is updated here.
6th Feb, 2010 - 1:47am / Post ID: #

Wolf's Bait - Page 9

The Game Master says...

Round 2

Thomas presses forward in the cave room but that does not ease Daphne or Wanderer who are themselves already well engaged in battle.

Thomas is unlucky as his swings do no damage, but fortunately no damage is done to him either.

Daphne fails in her attack as well, and also fortunately she is unhurt despite being out numbered.

Wanderer slays one of the Bandits.

For a split second you wonder if anyone is coming to your back to aide the Bandits but you are too engaged to check.

GM: Say what you will do now.



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8th Feb, 2010 - 2:44pm / Post ID: #

Bait Wolfs

The Game Master says...

Round 3

Wanderer takes out a Bandit and injures another.

Thomas is able to take out one Bandit.

Daphne kills one Bandit.


Round 4

Wanderer finishes the injured Bandit.

Thomas lays waste to two other Bandits.

Daphne kills the final Bandit.

With bodies strewn about the cave the scene is horrific with blood splattered all over you and the walls.

GM: Say what you will do now.



11th Feb, 2010 - 2:06pm / Post ID: #

Wolf's Bait RPG PBP Medieval World

The Game Master says...

Searching the room reveals that this is some sort of guard quarters. You can now smell the manly stink in the air. Strewn about the place there are many daggers, various kinds of dried plants which you presume are herbs (someone with this skill will know which) and about 2 rations. Their weapons (short swords) may be of some use.

GM: Say what you wish to do now.



12th Feb, 2010 - 6:59pm / Post ID: #

Page 9 Bait Wolfs

The Game Master says...

Daphne looks at the various herbs. There are herbs for all kinds of things, disease, healing, poison, and so forth.

GM: You may take the herbs if you want (10 of each) however keep in mind herbs are not magical, they only work while at rest and over a long period of time.

You leave room. You go back to the path leading East to West. You look to the East from whence you entered the cave and see nothing unusual. Yo then look West and move carefully. It curves going South and to the right you see what looks like a very thick heavy door with metal hinges and braces on the right of you. The cave's passageway continues to the South.

GM: Say what you wish to do now.



15th Feb, 2010 - 11:37pm / Post ID: #

Bait Wolfs

The Game Master says...

You approach the heavy old oak door. You inspect it without touching anything, and look at the area around it but do not see anything visibly unusual. There is no crack or space between the door and the rock. Whatever is on the other side is well concealed. You listen at the door but do not hear anything. Either the door is too thick or there is simply nothing to hear. You do see a place for what looks like a special key. Looking through the 'key hole', which presents itself more like a slit, it does not show anything to the other side.

GM: Say what you wish to do now.



17th Feb, 2010 - 8:59pm / Post ID: #

Wolf's Bait

The Game Master says...

You leave the door and go further South and immediately enter what seems to be a resting area. There are heavy oak tables and chairs carved in a crude manner. There is an old fireplace here but it is not lit. You believe this might be where the Bandits gather for a drink or to eat. Beyond the room you see the passage continues further South disappearing into the darkness.

GM: Say what you wish to do now. The red dot represents where you are on the map.

Wolf's Bait
Wolf's Bait (Hover)



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17th Feb, 2010 - 9:17pm / Post ID: #

Wolf's Bait - Page 9

The Game Master says...

You search the area but find nothing. You look at the fireplace and it has not been lit in awhile. You guess that it is probably because it is not winter now. You do notice a natural formation above the fireplace which leads to above, a possible vent that only a cat could possibly fit through. There are some wooden mugs and a few other items that do not seem of worth like a spoon, empty jug, empty keg and so forth.

The path going South shows it is a passageway that will need to be explored. You do feel a very faint breeze coming from it.

GM: Say what you wish to do now.



19th Feb, 2010 - 11:50pm / Post ID: #

Wolf's Bait World Medieval PBP RPG - Page 9

The Game Master says...

You carefully place yourselves by the opening to the passageway leading South. You smell the air... And smell nothing, you do feel a slightly cool breeze which indicates that it might be from moisture. Shining your light source shows nothing other than the passageway continuing deeper to the South.

GM: Say what you wish to do now.



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