Thanks for your patience everyone, I got caught up IRL.
@kingeditor Nope he'll be good, the winch system is usable for people like firbolgs and warforged. If you're interested in doing it for a narrative standpoint, however, then it's entirely possible Voladus - in his eager to go down into the dungeon - attached himself to the payment rope (attached to a bucket at the bottom, used only to bring up coin to pay for the journey back) instead of going down the right way.
EDIT: here is the current Map. Map will always be updated on the 0th IC post too. Tell me what colours you want for your character's name 'cuz right now I'm differentiating by species and that's fantasy racist.
Please note y'all: What's shown on the map is a general consensus of what everyone can conceivably see. However, should a member of the party go ahead, get seperated or notice something the others don't, they will get separate information through PM.
@Lugia I can make that work for you. Has your character already turned into a kobold by the time they leave the cave? That would be the easiest way to go for me behind the scenes-wise if you're willing.
Wily Natters shrugs his shoulders with a greedy glint in his eyes.
"Daros and Odir, eh? Good folks, good folks. They run a wagon with a few draft horses up and down the way. Not really the ingenius types, you know? Not trying to re-invent the wheel. They just do their routes, starting at Porttown, and come back the same way like clockwork. Not many stops between here and Porttown though. I reckon if they suffered any trouble before Old Fort it'd have to be near the Forest. That'd be my guess, anyway. The Merchant Master would know more."
"Shame if something happened to them. But less competition for us, eh?" He nudges you. "Joking... Joking... heh heh."
Irene's face lit up at talk of the forest. She gesticulated wildly as she spoke.
"Me I loves them woods! More dangerous then some of the copses round our village but still a great place for huntin'. Or it is, usually. Thin's have been going wonky in there alright. I seen some crazy animals all unnuatural like these days. Don't reckon it's a good idea to hunt in there by miself no more. Haven't explored myself since the eatin' probably no good no more. betcha anything it's gerblins! aint never seen no gerblins in those woods, more around south of the village, but you know what, i recken them gerblins near home be alright. well, this one time i gots in with the wrong sort of gerblins and they put me in a cage like but then they let me go for a while when they saw wot a good dancer i was, but i don't like them that much because they took a momma bear home with em in a cage too, and i don't right reckon it's good to put a momma bear in a cage like that underground so i took her home with me, but she weren't too greatful and bolted first thing when we gots out, mind you she coulda mauled me and she didn't so maybe we're friends now..." Old Man Smith's eyes slowly glaze over as he listens to her speak nearby.
Old Man Smith regards you stoicly as his ears are assailed by Irene's continued raving. He raises an eyebrow.
"What's that, kiddo? You want me to number crunch or something?" he grumbles as his gaze flicks irritably to Irene. "Look, this keep's been here before my time. There should be far more soldiers then are - woman, shut your damn gibbering gob will you! No one gives a rats ass about what you get up to in the woods alone."
The pair are getting into a shouting match in the courtyard. Heads are starting to turn your way.
@Shovel Buford approaches the guards and informs them of his interest. One of them heads off through a nearby door, and shortly after you are standing before a middle-aged gentleman. he is just over 6", with muddy green eyes, an aquiline nose and salt-and pepper hair combed neatly foreward. He regards you for a moment.
"Well, state your name and purpose then. You don't look like one of my men. Why are you here?"
@CollectorofMystDylan Whitewing becomes a Mage, and receives the Title: Seer.
He has received the stats: 11, 11, 13, 12, 16, 10. Would you like to accept these stats and automatically have them applied or use the advanced template?
>Accept Stats >Reroll Stats or >Use Advanced Stats
Use the following code to assign stats manually. >STR: # >DEX: # >CON: # >INT: # >WIS: # >CHA: #
You may subtract 2 from one stat to add 1 point to your Prime Stats. The Mage's Prime Stat is Intelligence.
The Default Mage Proficiencies are Loremastery and Collegiate Wizardy. Dylan Whitewing gains the Proficiency [Healing] due to his background and Adventuring from becoming a newly minted adventurer. If you would like to pick your own proficiencies, an option list can be provided.
Collegiate Wizardry: Dylan Whitewing has received some simple mage training from a Mage's Guild, Wizard's Collage, or wandering caster . He can automatically identify arcane symbols, spell signatures, trappings, and grimoires of their own order, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions may be harder to recognize. A character may select this proficiency additional times for other aspects of magic.
This proficiency can be taken again to develop other crafts.
Loremastery: Dylan the Sage is knowledgeable on a variety of esoteric subjects. At level 1, the character may make a proficiency throw of 18+ to decipher occult runes, remember ancient history, or identify a historic artifact. The proficiency throw required reduces 1 per rank in Loremastery. Bards automatically gain this skill as part of their class.
Healing(1) - Healer: Dylan Whitewing is especially skilled at treating wounds and diagnosing illnesses among humans and demi-humans. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if it is mundane, he can diagnose it. A patient under treatment of Healing naturally heals an extra 1d3 hit points each day. If Dylan selects the Healing Proficiency twice, he can neutralise poison, cure disease, or cure light wounds with a proficiency throw of 18+, once per day per patient. If the character takes this proficiency three times, he can neutralize poison, cure disease and cure serious wounds with a proficiency throw of 14+ once per day per patient. Dylan Whitewing can use Healing Herbs (e.g. blackwort, comfrey, goldenrod, woundwort) bought in most places or foraged in the wilderness, to heal additional damages or to gain a bonus to his proficiency throws. In any one day, Dylan Whitewing can supervise three different patients, plus an additional one for each skill level in Healing he has taken. At rank 1 Healing, Dylan receives the title Healer. He can earn 25 gp a month working as a healer. At rank 2 Healing, he receives the title Physicker and can make 50gp a month. At rank 3 Healing, Dylan would receive the title Chirugeon and make 100gp per month.
Adventuring: Buford has prepared himself for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
Acccept Default Mage Proficiencies? >[Yes || No], [Accept || Do Not Accept] Default Mage Proficiencies
Dylan Whitewing the Seer will have developed his own unique spell signature through his life. A spell signature is like a fingerprint or personal flair - spells has sensory effects associated with them, and each caster has their own unique spell signature. A necromancer's sleep spell may send the target into a nightmarish landscape of anguise and death, while a druid's sleep spell may send the target into a peaceful slumber of trees and forest groves.
What is Dylan's Spell Signature? >Dylan's spell signature...
Mages and Spellcasting
Mages can learn and cast arcane spells. A mage's spell selection is limited to the spells in his repertoire, which is limited by their level plus their intelligence bonus. A formula for each spell is recorded in their Spellbooks, which the caster must review on occasion to refresh their knowledge regarding various rituals, spirits, taboos, astrological movements and star signs in order to successfully cast such spells.
When a mage gains a level of experience, they must train for one week per spell while they are adding new spells to their repertoire. Mages above level 9 have no masters to teach them and must instead find or research spells themselves.
A mage may also find new spells on scrolls or in another arcane spellcaster's spellbook, in which case it may be added to their repertoire if the character can learn spells of that level. If the spell is too high level to cast, it may instead be scribed into the character's spellbook for the future. Copying spells from a scroll uses it up in the process, while copying from a spellbook does not erase the spells from the book.
Scrolls and spellbooks are complex and esoteric, and often written in obscure or dead languages. A scroll of spell book can be read only by the spellcaster who created it, or by an arcane spellcaster who can read the language of the scroll or spellbook it is written in. The spell read languages can also be used to read a scroll or spellbook in an unfamilliar language.
Dylan Whitewing the Seer is able to scrounge up some adventuring gear from around the village. He gains:
• Spellbook of: Sleep • Rune Etched Quarterstaff [two handed, 1d6] • Blue Mage's Cassock • Shoes • Backpack • 2 Weeks Iron Rations • 85 gp
@rush99999Henry becomes an Assasin, and receives the Title: Thug.
He has received the stats: 14, 11, 10, 9, 13, 12. Would you like to accept these stats and automatically have them applied or use the advanced template?
>Accept Stats >Reroll Stats or >Use Advanced Stats
Use the following code to assign stats manually. >STR: # >DEX: # >CON: # >INT: # >WIS: # >CHA: #
You may subtract 2 from one stat to add 1 point to your Prime Stats. The Assassins's Prime Stat are Strength and Dexterity.
The Default Assassin Proficiencies are Intimidation and Fighting Style: Two Weapon Fighting. Henry gains the Proficiency [Tracking] due to his background and Adventuring from becoming a newly minted adventurer. If you would like to pick your own proficiencies, an option list can be provided.
Intimidation: Henry knows how to bully others to get what he wants. He receives a +2 bonus on all reaction rolls when implicitly or explicitly threatening violence or dire consequences. The targets must be 5 HD or less, or the characters and his allies must outnumber or grossly outrank the targets.
Fighting Style - Two Weapon Fighting: Henry is proficienct at fighting with two weapons. He may draw his weapons without having to gie up an oppurtunity to move or attack. In addition, he receives a bonus +1 to attack throws while using his preferred style. These bonuses are in addition to standard bonuses for fighting in the given manner. Henry may take this proficiency again to select additional fighting styles, such as : pole weapons, missile weapons, single weapons, two-handed weapon, or weapon and shield fighting. If a character has multiple trained fighting styles, he only receives the bonus for one style in one round. Please note: Dual wielding takes the damage of the primary weapon, with a +1 bonus from the extra weapon, or +2 with this proficiency. If the second weapon is magical, it will also add it's bonuses to the attack throw. Dual wielding does not grant bonus attacks.
Tracking: Henry can follow tracks with a proficiency throw of 11+, which will be modified by circumstances. If the group of creatures is large, or if the trail is through soft or snowy ground for example, the tracking will be easier. The roll will be harder if the lighting is difficult or if it has rained over the tracks recently. Characters move at half speed while tracking.
Adventuring: Buford has prepared himself for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
Acccept Default Assassin Proficiencies? >[Yes || No], [Accept || Do Not Accept] Default Assassin Proficiencies
Henry the Thug is able to scrounge up some adventuring gear from around the village. He gains:
• Serrated Sword (1d6 / 1d8) • Left-hand dagger (1d4) • Black leather armour (AC 2) • armiger's tunic • duelist's cloak • high boots • belt pouch with bones made from last foe • backpack • 2 Weeks Iron Rations • 36 gp
You walk through the busy avenue, seeing soldiers go to and fro on errands, some attending to horses, others with various documents to deliver. You enter the headquarters building and find yourself standing in a colonnaded courtyard, filled with soldiers and potential adventuring companions alike. You both have plenty of companions to keep an eye on currently though, and don't think you could direct any more given your inexperience. Towards the south of the courtyard, a set of stairs leads up to a hallway, where upon you see a bronzed gate flanked by two guards.
Strewn along the pillars of the courtyard are various bulletins, notices and missives, giving a glimpse into the work of Old Fort. Some in particular jump out at you.
By order of Commander Ulrand, a reward of 2,000 gold pieces shall be paid to whoever puts a stop to the Beastmen raids that have plagued our territory as of late. Adventurers seeking to claim this reward should bring evidence of their success before the Commander at his Office in the Villa.
The Guild of Merchants earnestly seeks word of the whereabouts of two of its members, Daros and Odir, gone missing along the highway to Porttown. Those with knowledge of their whereabouts should speak to Karanos at the Forum on the town's outskirts.
Join our band! The Fierce Brethren, captained by the legendary Quintus the Rager, Vestus the Unlikely, and Zaira the Beautiful, are recruiting bold comrades for expeditions into the North Forest! Find us at the Traveler’s Inn in town.
WANTED: The brigand Dreadguard for desertion, drunkenness, kidnapping, manslaughter, mayhem, murder, robbery, and other outrages against the Realm! 750gp shall be paid by the Quartermaster to whomever brings this outlaw to justice, dead or alive.
Soldiers accursed by nightmares should seek sleep draughts or invocations of salving rest from Priestess Lynne at the Hospital. Sleeplessness is no excuse for dereliction of duty!
@kingeditor perfect! I still think Jhimas would be the most likely party member to accept you wholeheartedly, and then vouch for you as the team goes down. But it fits perfectly with your plan.
Also, with the new NPC turning up and eyes of the crowd directed away from the party, Vodalus could potentially sneak in before the church people clock him. So it might buy him some time down the line while they try to work out where in Waterdeep he went.
The horse is lowered down to much fanfare from the patrons. As things start to heat up, a tall gentleman with a steady, confident gait approaches Durnan and turns his head to Durnan's ear. The tavern owner's brow furrows, and then he nods. Jhimas looks over to Atanese, who had momentarily tensed.
There had been some small mention on the way to Waterdeep that Atanese had a lead regarding a personal matter, but the chance was small after all this time and he hadn't dare hope. As a few confused murmurs started to spread through the crowd, Lin pulled out her Dulcimer and began to play an upbeat, fast paced ditty. Several customers who had heard her play earlier whooped and hollered at the opportunity to hear her play again, and soon the Halfling on the balcony began to challenge her with his own lyre song.
People were rising from their seats to swing each other around, their excitement bubbling over to the sound of Lin's fine performance. Atanese and Jhimas slinked off now not all eyes were on the party, one final quick nod sent as an adieu as they dissapeared round the corner. They were skilled, and with Lin's exceptional deception abilities there was near no doubt they could tackle whatever would come at them, but an unspoken worry still hung in the air.
Everyone had been packing their things and cleaning their weapons for the delve when Jhimas had suggested earlier, the help of the admirable Vodalus should they party need to split for a while. A skilled healer and passionate follower of Bahamut's tenents, Jhimas had seen him speak one day long ago, and found in his speech a reminder of the noble pursuits of his people. You had only seen him for the briefest of moments, but now his silhouette emerged from the crowds.
There were other matters at hand to be dealing with, however. Lauk had grabbed the chain, tossed his gold to a nearby barmaid who had helped strap Achtend in, and followed shortly after the beast. His form disappeared down the shaft, and it was a wonder what awaited him at the bottom.
The tall gentleman who approached Durnan earlier placed a hand on Ardour's shoulder, opting not to risk touching the Lizardfolk unexpectedly. He looked between the two unusual folk, and seemed quite unperturbed, though his posture was tense and he spoke in earnest. "It may be best for you folk to head down lest the crowds want an explanation. I'm sure there will be plenty of time later to live under the limelight, if your delve is successful." He gave a small smile.
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The Dungeon
Upon entering the dungeon you find Lauk, standing near the western wall of the tower. His crystal glows with a fiery light, illuminating the sand covered floors and graffiti caked walls. A number of shields of all colours and heraldry adorned the walls around you, all of them dented and ancient looking. The air in here is surprisingly clear, a breeze drifting down the well now and then, the chains cool to the touch in your hands.
Achtend whinnies and scuffs the floor with a hoof. He had been bribed enough to not wish to wander deeper into the dungeon just yet, at least. His harness lies in the sand around him.
A corridor stretches out beyond in the southwestern corner.
▅▅▅▅▅ ▅▅▅▅▅ ▅▅▅▅▅
The circle in the centre of the map is where you may land after entry into the dungeon. Please let me know which square you're standing on and I will place you accordingly. Your location will also affect things like line of sight and obviously who can reach you in battle ect.
So far, here is who I am aware has paid the toll to enter the Dungeon. Please inform me when you have paid and how much (1 or 2 gp) and make sure to change your sheets accordingly.
Lauk - 2 gp Aurix - 5gp for Achtend (hasn't paid for self yet?) Ardour - Vodalus - Markus -
@POOHEAD189 I appreciate the enthusiasm, but I need a link to the stat rolls on RPGuild before I can officially accept the sheet <3 <3 <3
@Lauder That's totally fine in this case, things got a little messy there. I think if I was a player right now I'd have a bit of writer's block ;p
THE MOST IMPORTANT THING IS AURIX GOT THE HORSE INTO THE DUNGEON.
@kingeditor Looking forward to it! Let me know if you need any clarifications. Quick question: How long has Vodalus been hanging out in the tavern?
@Vertigo@Lauder@Ellri Right, so I think the best thing to do is I'm going to make a GM post interrupting Durnan's antics, allowing the party to enter the dungeon with minimum theatrics this time round. No need to name the party just yet as by the time you re-emerge party-wise we'll look alot different :D
The bronzed platoon commander looked backwards and forwards between the two of you, and she seemed to relax slightly. She sighed. "we don't have the men for it." she looked behind her down the avenue towards a large building in the middle of the Fort.
"The Commander of Old Fort, Ulrand, will be privy to discussing this information, far more then I can. He may well have a job that will interest you, if you're concerned about the increase in beastman raids on villages in the area recently. You can find him in the Headquarters building, just down the avenue here."
You group up and exchange what you've learned. The ten of you pass by the inn, bathhouse and the merchant's forum. As you approach the East gate, you realise the doors are open and the portcullis raised. Two guards patrol the walkway above, and a muscular woman in platemail eyes you up as you approach.
"Halt. Sheath your weapons and state your names and purpose for coming here." She says curtly, a was tablet in hand.
Forever towing the line between 'is this better in RP or forum game format'
[Center][URL=https://youtu.be/bVxHRkIsE9U][sup]Hᴀʀʙᴏʀᴇᴅ ғʀᴏᴍ ᴛʜᴇ ᴠᴏɪᴅ, ɪᴍᴘᴇᴅɪɴɢ ᴛʜᴇ ᴅɪssᴏɴᴀɴᴄᴇ ᴛᴏ ʀᴇsᴏʟᴠᴇ[/sup][/URL][/center]
GMT |
<div style="white-space:pre-wrap;">Forever towing the line between 'is this better in RP or forum game format'<br><br><div class="bb-center"><a target="_blank" rel="nofollow noopener" href="https://youtu.be/bVxHRkIsE9U"><sup>Hᴀʀʙᴏʀᴇᴅ ғʀᴏᴍ ᴛʜᴇ ᴠᴏɪᴅ, ɪᴍᴘᴇᴅɪɴɢ ᴛʜᴇ ᴅɪssᴏɴᴀɴᴄᴇ ᴛᴏ ʀᴇsᴏʟᴠᴇ</sup></a></div><br><br>GMT | </div>