LPDnD: In Too Waterdeep

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Fri Oct 10, 2014 9:48 pm

"I guess we should start to discuss our route." Victae says. "If I overheard correctly at the library we will need some quantities of the metals elementium and thorium. The Professor suggested Silver Deep. Looking at the maps by a flight From here to the Citadel at Aern Bruth is 700 leagues (1 league is 3 miles). As the crow flies Waterdeep to Silver Deep is about 400 leagues. From silver Deep to Aern Bruth is 360 or so leagues. Silver Deep is nestled in a some high mountains and well through hostile lands. We should think about the route we wish to take. At some point we will have to cross the great mountains and from what the Priests in the Temple of Kord say, that area is fortified and in constant battle between The Army of Blood and the Chalussa Empire."
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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Fri Oct 10, 2014 9:57 pm

"We could go north from here to Brackton and try to move up the river. Alternately we could go a bit north and cross the mountains here- " he points to the narrowing of the mountain range in grid F5 of the map, "and then move up the river north of Belholt. I assume both rivers are fed by a number of other smaller channels, whose valleys we could navigate toward Silver Deep."

"In peacetime, what would the best way be to get to Silver Deep? One assumes any roads to it are hostile. And what is its current status? Which faction holds it and how far does their control extend?"
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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Fri Oct 10, 2014 10:10 pm

"In peace time the main roads to Silver Deep were from Brackton and the Koenig trading post north of Belholt if you were coming from the south here. Basically fro zones of control, our spies say that Chulassa has everything east of the mountains pretty much locked down. The pass is a hug bone of contention and gets more entrenched every day. West of the mountains we control up to about this line." (his finger runs along the line separating F squares and G squares from the coast to the mountains) "Now once you get into the mountains things get a lot more dicey. The further north you go the rougher the terrain, and it is harder to move an army through that. Basically if you look a grid square in on each side you can pretty much expect some mountaineer patrols. Deep in that I couldn't guess. It is part strike teams for each army, partly free ranging monsters and people's now that the Dwarven city was buried and they don't have the martial forces to patrol. That is the other thing. Once you get into mountainous terrain it is a long list of dangers which have nothing to do with the Empire or the Army of Blood."
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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Fri Oct 10, 2014 10:22 pm

"Silver Deep is a Dwarven city, correct? Do they still control it or is it abandoned?"
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Fri Oct 10, 2014 10:45 pm

Jimer Lins wrote:"Silver Deep is a Dwarven city, correct? Do they still control it or is it abandoned?"
"The Army of Blood was not happy about the dwarven city and did a truly horrible act of horror. They brought in a Wizard General named Moltke. He brought the mountain down on the city. The refugees who made it here describe it as a tomb. Some say there are a band of survivors in the remains of the city. Either way the dwarven army was destroyed. Occasionally people say looters make their way under the caverns to find treasure, but others say they are lying." The professor says.

[ooc yes Moltke is a WW1 general, I'm stealing the name because it is awesome]
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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Fri Oct 10, 2014 10:48 pm

"Ah. Damn. I was unaware of that. I think our best option is to move north to our lines and then move through the mountains more or less directly to Silver Deep, going cross country. It'll be hard, but we can avoid the lowlands, the patrols and the armies. Without horses and properly planning our route we can navigate it on foot."

OOC- I'm assuming that there's maps detailed enough that we could plan a walkable route, because the map we have just shows squiggly lines for "mountains", not specific passes, valleys and the like.
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Fri Oct 10, 2014 10:52 pm

Jimer Lins wrote:"Ah. Damn. I was unaware of that. I think our best option is to move north to our lines and then move through the mountains more or less directly to Silver Deep, going cross country. It'll be hard, but we can avoid the lowlands, the patrols and the armies. Without horses and properly planning our route we can navigate it on foot."

OOC- I'm assuming that there's maps detailed enough that we could plan a walkable route, because the map we have just shows squiggly lines for "mountains", not specific passes, valleys and the like.
Yeah there are more specific maps, and a lot of the particulars aren't that important because i'm not about to make a cartographically specific map for 2100 miles of stuff. The main things is figuring out which grid squares you intend to go because if you wanted to avoid the pass and go straight into bloodarmy turf up to outside faycrest before handign a hard left that is different in what you'd encounter if you decided to make a beeline for belholt then go NNW.
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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Fri Oct 10, 2014 10:54 pm

A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Fri Oct 10, 2014 11:49 pm

[ooc] I'm not so sure about F5
The pass is a hug bone of contention and gets more entrenched every day.
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Fri Oct 10, 2014 11:52 pm

Whiteness wrote:[ooc] I'm not so sure about F5
The pass is a hug bone of contention and gets more entrenched every day.
Good point. I modified the proposed route to avoid it entirely.
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Fri Oct 10, 2014 11:55 pm

I was just going to post a similar path, I'm ok with this.
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Sat Oct 11, 2014 7:51 pm

Syric's eyes follow's Trinal's finger as he points out his proposed route. "That seems fine to me, what about the rest of you?"
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: In Too Waterdeep

Post by Staris » Sat Oct 11, 2014 8:29 pm

"I have no objections."

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Re: LPDnD: In Too Waterdeep

Post by Furiel » Sat Oct 11, 2014 9:42 pm

"Tony Plush does not have a better suggestion. Good think we've got climbing gear. Do we maybe want to consider picking up a bunch of extra rope though just in case. Seeing as how we aren't overly limited anymore by what we can carry."
They say when you go on a quest for vengence to dig two graves. They underestimate me.

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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Sat Oct 11, 2014 9:46 pm

"Good idea, anything else we need? A barrel of water or ale perhaprs?" said with a grin.
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Sat Oct 11, 2014 9:47 pm

"Probably a good idea. Did we get crampons, spikes and a hammer or two? Because going cross-country like this will help us avoid a lot of hazards but we'll have to ascend and descend some steep slopes from time to time."
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Sat Oct 11, 2014 10:12 pm

"We picked up kits for everyone, they have a hammer, grappling hook and 10 spikes apiece."
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Mon Oct 13, 2014 3:26 pm

So unless there is anything else anyone wants to do in town, I can move onto the path outlined on tirnal's course plot. Saying you leave in the morning etc.
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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Mon Oct 13, 2014 3:30 pm

"Should we leave one of the sending stones with the Professor so we can communicate with him on our journey?"
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Mon Oct 13, 2014 5:03 pm

"Good idea Trinal, the professor can still help from here."

no objections to move forward
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: In Too Waterdeep

Post by Furiel » Mon Oct 13, 2014 5:26 pm

"What benefit exactly do we think we would get from that that would be more beneficial than having them for when we are moving through hostile country and Tony Plush and Stavis are out scouting for paths around enemies?"
They say when you go on a quest for vengence to dig two graves. They underestimate me.

The Plush Family:
DPS - Furiel: Commando, T'ony: Slinger, Kessilee: VG, Ziraava: Sent
Tank - Montae: Shadow, Gaen: Guardian
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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Mon Oct 13, 2014 5:30 pm

"Advice, information and research that we might not have access to while in the mountains weeks from civilization and in hostile territory. However, I can see the merits of keeping it also. I only brought it up as something to consider."
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Mon Oct 13, 2014 9:59 pm

It seems per other thread the stones are staying in the party for now. Professor will be out of contact until you return. If you return.

:shifty:


If I am reading this wrong we can retcon anytime before you reach the warfront (Cross from G squares to F squares).


The night comes and all sleep. In teh morning you are awoken by a knock at the door. The professor grabs his jacket, runs his hands through his greying hair and answers the door. It is General Watson.

"Greetings Professor." He let's himself in with his subordinate in tow. "I know today is the big day. The embarking of the Phoenix Guard. I have high hopes for all of you, and I have a little something for you. If your mission is successful, and I hope it is, it could be a turning point on the war. With it you will be heroes, and my standing among the generals will rise. I always remember the men and women who get me places. I have had some of the seamstresses make up tabards over the past day, since we met, in hopes it could help raise your spirits when things are dark. I know most of the time you probably won't be able to wear them as you work through enemy territory, but when you can, I hope you wear them with pride. Obviously this is a rough design which upon your return will be done proper in silks and what not."

The subordinate hands out tabards which are white field with a red border and a red bird on the front. It is pretty simple in design and lacks any real intricate embroidery. The craftsmanship however is pretty solid. Whomever made this made it well and it should last.

Victae slides hers over her outfit.
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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Mon Oct 13, 2014 10:05 pm

Trinal will thank the general very much, and will put his on.
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: In Too Waterdeep

Post by Staris » Mon Oct 13, 2014 10:06 pm

Stavis having quickly put his mask on at the sound of the door will accept the tabard with a slight bow before putting his on.

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