The Dark Cleric - Medieval RPG - Page 23 of 47

Your continued presence in the great mother - Page 23 - World of Medieval PBP RPG - Posted: 19th Nov, 2012 - 12:48pm

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Medieval Dark Cleric Play By Post RPG

SCENARIO - The actual story is updated by the GM only here for the World of Medieval.
28th Oct, 2012 - 11:07am / Post ID: #

The Dark Cleric - Medieval RPG - Page 23

The Game Master says...

Medieval You journey back to the South now somewhat more equipped and definitely with more travel options. It does not take you as long to reach the barren Southern Mountains as you would on foot, in fact you are able to make it to Death's Mouth before sunset. Normally, you will see black birds circling certain parts of the area but today there is none to be found. There are also no smoke stacks coming from the peaks of Death's Mouth. The sky is rather clear with no clouds and nothing but a light breeze can be felt.

GM: Say what you wish to do now.



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31st Oct, 2012 - 2:40pm / Post ID: #

RPG Medieval Cleric Dark The

The Game Master says...

Once again you renter Death's Mouth with the anticipation of finding a sign that either Bandits or the Dark Cleric himself are still occupying the passageway, caves or mountains of this desolate place awaiting your return. You travel cautiously until you meet the caves where you found the black wagon you now occupy. You do not see or hear anyone and save for a light breeze you gather there is no movement in the vicinity.

GM: Say what you wish to do now.



4th Nov, 2012 - 3:41pm / Post ID: #

The Dark Cleric - Medieval RPG RPG PBP Medieval World

The Game Master says...

Forum RPG Neihao simply looks around and finds nothing out of the ordinary that he did not see last time. He does notice recent activity from horse and boot prints heading to the South, possibly a couple of days ago.

While Tanar manages the horses the rest of you enter the cave. The 'secret' entrance is now open wide as though the former owner cared nothing for who found it. You peer in and notice it is more well lit from natural light because on the opposite side is also a cave entrance, possibly leading back to the pass. To see more you will have to enter and look around as your current position does not allow for a thorough analysis of the cave.

GM: Say what you wish to do now.



6th Nov, 2012 - 12:39pm / Post ID: #

Page 23 RPG Medieval Cleric Dark The

The Game Master says...

With John's lantern significantly lighting your way you enter the cave chamber cautiously. The size of the cave is rather large about 40'x40'. The other exit does go back to the pass thus resolving the question of where it leads to. In the chamber are many demonic signs and symbols on the walls (see attached for an example) just like those you saw in East City (Party members who were there will recognize this). On the ground are many open empty chests, similar to the one you have in the heavy wagon. On the ground are some half eaten rations and half spent candles possibly being used in some kind of ritual. Other than that there seems to be no one there.

During this time...

Oliron investigates the pass leading South. There are many boot prints leading South but no recent hoof prints or wagon tracks as far as he can tell.

GM: Say what you wish to do now.

The Dark Cleric - Medieval RPG
The Dark Cleric - Medieval RPG (Hover)



8th Nov, 2012 - 11:56pm / Post ID: #

RPG Medieval Cleric Dark The

The Game Master says...

Deciding that nothing more can be gained from your exploration of the cave you decide to press further South.

You travel at quick pace for about five minutes and then notice a cave to the left up ahead. You do start to see some black birds circling and so you suppose there is activity in the area. Even further ahead (possibly a mile) the Southern Mountains end and you do see green forests beyond. You have heard of that forest... It is considered enchanted and more deadly than anything Death's Mouth can offer.

GM: Say what you wish to do now.



12th Nov, 2012 - 12:10pm / Post ID: #

The Dark Cleric - Medieval RPG

The Game Master says...

Medieval Three brave adventurers dismount and cautiously approach the cave. As you peer in the first thing that attacks your senses is the stench emanating from within. It smells as though it is full of rotten flesh mixed with animal feces. The cave sharply turns so you are not able to see anything significant but do notice lots of wolf prints on the ground.

GM: Say what you wish to do now.



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15th Nov, 2012 - 2:50am / Post ID: #

The Dark Cleric Medieval RPG - Page 23

The Game Master says...

Neihao enters the cave using his own attire as a filter for the gross smell.

GM: I do not know the roll for this, the only one I saw was a 93?

As Neihao goes further in he searches around for traps or secret passageways but as far as he can tell there is none. Just behind him is John who sees nothing unusual either.

Forum RPG As you walk a little deeper into the cave the daylight begins to fade to your back and you start to hear a faint growling ahead followed by a more ferocious bark then back to growling. You stop. Out of the darkness comes one of the biggest wolves you have ever seen. By the looks of it she is with her cubs, they gather in the back of her scared of your presence, and she growls more loud - you have disturbed her den. She stoops a little putting her weight on her front legs to see what you will do next.

GM: Say what you wish to do now.



19th Nov, 2012 - 12:48pm / Post ID: #

The Dark Cleric Medieval RPG World Medieval PBP RPG - Page 23

The Game Master says...

Your continued presence in the great mother wolf's den is not appreciated and she shows this by carefully moving towards you. You boldly defy her and remain, she then mightily leaps towards Neihao.

GM: I need combat rolls from Oliron and Felipe.

By now the others will hear the battle taking place and may join in after the first round, however the size of the cave can only accommodate one more.

Say what you wish to do now.




 
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