[medieval] To Catch A Thief - Page 2 of 2

You secure the bandits' movement with - Page 2 - World of Medieval PBP RPG - Posted: 18th Oct, 2004 - 2:15pm

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23rd December 2024's Text Adventure:
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Posts: 15 - Views: 3193
Closed
26th Aug, 2004 - 6:56pm / Post ID: #

[medieval] To Catch A Thief - Page 2

The Game Master says...

The rustling of leaves, the blowing of wind through branches and other sounds unique to a forest echo more acute to you as you listen intently to your surroundings. You try to stay still, you are more unsure than ever about your reasons for coming here. Your most important events in life dwell on your mind. You anticipate a quick death at the very least should things turn out sour.

GM: Say what you will do now. Although 48 hours is the max. time to post party order it does not mean every party order post has to take 48 hours or more. The average should be 24 hours.



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26th Aug, 2004 - 8:29pm / Post ID: #

Thief Catch medieval

The Game Master says...

Airmed and Eissa both light one of their torches making yourselves standout and with your circle formation you are now a 'pickle' in what seems to be a 'meat grinder'. You wait awhile but see no movement near you, in fact your torches make looking further than 20 feet ahead of you very difficult. You are certain that if someone had an arrow pointed towards you - then you would be dead already - since you are such an easy target. You see how unwise the action is after the fact and wonder if your torch should remain lit.

GM: Say what you will do now.



27th Aug, 2004 - 8:59pm / Post ID: #

[medieval] To Catch A Thief RPG PBP Medieval World

The Game Master says...

Those holding torches quickly extinguish it wondering why they lit it in the first place. Ariadne makes for her horse while the others scuffle and head back towards the Village with utter disappointment in what seems to be your cowardice.

Of course argument brews and with such low soul among the group a scuffle and harsh remarks are made to the point that you are unsure if you can work as a group. You reach back to the Village discouraged wondering what you would tell the Elders, if anything.

GM: Well, well... I do not know if to laugh or sigh, but the following will apply for this Adventure to continue as I do not have time to waste...

1. Fugitive or ShadowNinja are not to be leaders in this adventure.
2. You need to request the indulgence of experienced players if you are going to get anywhere
3. Everyone's activity must be no less than 75%
4. No less than eight players should participate
5. Everyone needs to post as though they have actually read how the game works

When you have accomplished these steps then this game will continue. Someone can contact me via Email when party order is ready to be posted, but for now it is closed, so too is this adventure. I will leave the camp open so you can discuss where you went wrong from the START.



8th Oct, 2004 - 4:51pm / Post ID: #

Page 2 Thief Catch medieval

The Game Master says...

Three brave warriors journey into the darkness of night trying to fulfill the expectations of the Elders, who because of past misfortunes with other volunteer adventurers, decided to hire the Village's best.

You ride out into the night upon dark shaded horses. Your cloaks adorn your backs and you seem to be almost invisible under the pale moonlight. You arrive in the general vicinity of where the last victim reportedly lost their life. You dismount, walk to some overgrowth and shrubs and nest yourself to have a listen. After the space of what seems to be an hour you neither see nor hear anything unusual save for the rustling of the leaves from the light wind.

Around you is both plains and trees, but no thick forest. However only one moon shines your way so there is not much to see.

GM: Say what you will do now.



10th Oct, 2004 - 10:42pm / Post ID: #

Thief Catch medieval

The Game Master says...

You set about to create a distraction for any hidden bandits to come out into the open. Horde mounts his horse and strides into the moon lit night singing drunken songs of going to the East City. Knight and Florena follow in the bushes nearby just close enough to keep a tab on Horde. After about five minutes of this process you begin to see some figures form from the trees, they are hooded as you are and they come with drawn swords towards Horde in a calm and collective manner as though they were approaching a friend. You make out about five of them.

GM: Say what all of you will do now.



13th Oct, 2004 - 7:31pm / Post ID: #

[medieval] To Catch A Thief

The Game Master says...

Horde stops his horse and starts to play with his gold pieces looking at each one as though it were a crystal ball trying to reveal something. The hooded figures continue their approach while Florena uses her dar appearance and the cover of night to get to their rear.

Jus as the appearance of these men which appear to be bandits come to light you realize that their faces are also covered with a black cloth to hide their identity.

Horde starts to squint at their approach while trying to make out their weaponry. Knight waits just until they are upon Horde to spring out from behind some thick overgrowth.

The bandits open their eyes wide in an expression of surprise. Knight tells them to cease their plan and it is answered with the swish of one of the bandit's swords, which misses Knight completely. A battle ensues where you plan to subdue your enemy, but it looks like they are aiming for the kill.

Swift shots are made between both sides, but in a matter of a few moves you have the Bandits begging for mercy with hardly a scratch on your armor. The first bandit looses his sword and falls to the ground, the second is knocked unconscious by the blunt end of Horde's double edged axe, the third bandit has a dagger to his back and Florena holds the dagger, and Knight uses his mighty sword to breed fear into the last two who are willing to co-operate.

Horde belches at the weakness of the bandits while Lorena, who now sees the fear within their eyes, already is rummaging through their things and apprehending their weapons.

GM: Say what you wish to do now.



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18th Oct, 2004 - 2:15pm / Post ID: #

[medieval] Catch Thief - Page 2

The Game Master says...

You secure the bandits' movement with strong cords and then start questioning them with a bit of painful persuasion and this is the information you obtain:

1. You obtain their location in a forest about 60 miles north
2. They are about 60 strong and have a leader
3. Their plans for stealing are done with much planning
4. They are also dark religious fanatics

You then take them before the Elders by day break. They are questioned and verbally assaulted for their part in the recent crimes against the people of the Village. You are give suitable rewards and then make your way back to your respective rest places with the thanks from the Elders.

GM: Part A. of this adventure is completed. Knight will be called back to lead the next group for part B.



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