LPDnD: You'll Never Walk Alone

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Jimer Lins
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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Tue Feb 07, 2017 7:59 pm

Trinal smiles genially. "Excellent. Thank you for helping, sir."

He'll lead the way to the door with Theos (chosen at random). Opening it, he stands aside to let the Major in and follows him inside.

"Hello, Theos. I must apologize for the trouble we've been putting you through. We'll try to make this as brief as we can."
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: You'll Never Walk Alone

Post by Blackferne » Tue Feb 07, 2017 8:03 pm

Theos stands as you and the Major enter.
"Sir, yes sir."

The Major takes a seat and says "Theos, this is just a big misunderstanding I'm sure. Let's help the gentleman with his little project and get on with it. Have a seat and talk freely."

Theos sits.
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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Tue Feb 07, 2017 8:22 pm

Trinal keeps a friendly expression and a neutral tone.

"Theos, were you working with the essences for the gate earlier today?"
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: You'll Never Walk Alone

Post by Furiel » Wed Feb 08, 2017 4:10 am

Blackferne wrote:
Tue Feb 07, 2017 2:43 pm
@Tony and Syric.

You two travel along the path prescribed. You take care to walk in places that your footprints in the snow won't be so obvious and do what you can to cover them up. You see a few patrols but none are very close and your ability to evade is nothing to worry about. You make the target insertion point about 3am. Sunrise won't be for another 4 hours and much of this part of the camp is asleep except a few sentries widely spaced.

The fields ahead of you have tents and a few fires going and there is a large pasture of horses being watched by a drowsy sentry. Please make a perception check to figure out the best place to walk in. (honor roll since dicemod is not working)
Tony perception
1d20+11: (9)+11 = 20
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
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Wed Feb 08, 2017 3:46 pm

Jimer Lins wrote:
Tue Feb 07, 2017 8:22 pm
Trinal keeps a friendly expression and a neutral tone.

"Theos, were you working with the essences for the gate earlier today?"
He looks at you with reservation and then looks to the Major who signals with his hand to answer. "Yes sir. I am assigned to your task group and I was moving the jars with essence from their storage to the work table."
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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Wed Feb 08, 2017 3:49 pm

@Tony and syric

Looking over the scene you notice the sentry seems to be sloppy in his sweep and you can get to where the horses are pretty easily and then you can blend in with the herd. The downside is if you spook any of the horses you will definitely get his attention. Alternately you can go for the servants tents but you think there might be a greater chance he'll notice you and you may have to answer some questions. What do you do?
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Wed Feb 08, 2017 4:18 pm

Tony Plush believes the best option would be to go through the horse lines. The longer we can go without having to talk to anyone the better IMO.
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
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: LPDnD: You'll Never Walk Alone

Post by Whiteness » Wed Feb 08, 2017 6:43 pm

Syric nods in agreement as Tony silently shares his plan with signals and gestures.
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: You'll Never Walk Alone

Post by Whiteness » Wed Feb 08, 2017 6:46 pm

Syric says a quick prayer to Melora before following Tony towards the horses.

Nature - to try and avoid spooking the horses

Roll(1d20)+5:
15,+5
Total:20
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: You'll Never Walk Alone

Post by Blackferne » Wed Feb 08, 2017 7:10 pm

@Tony and Syric. Tony keeps an eye out for the sentry and Syric goes into a quick prayer to Melora imploring easy with nature. Tony gives a tap on his shoulder. It is go time. The two hurry into the herd of horses and they seem docile and generally ignore you. You quietly and quickly make your way through the herd to the far side where the massive encampment starts. The tents are lined up in largely a grid like manner and while a few fires burn here or there most people are asleep. In the distance north closer towards the clifface where the citadel stands you see the large towers with purple glow about them. You see that the tent layouts have major roads and smalley "alley" like configurations. What would you like to do?
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Wed Feb 08, 2017 7:16 pm

Tony will start moving through the alleys as much as possible avoiding fires and people as much as we can working toward the nearest tower.

In Tony's mind he adds a prayer to Avandra "Avandra, goddess of luck, please watch over your servant as we undergo this task. May our steps be light, our minds quick and your luck always in our favor."

Stealth for Tony to not have anyone else but Syric detect him.
Stealth: 1d20+20 (4)+20=24
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
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: LPDnD: You'll Never Walk Alone

Post by Whiteness » Thu Feb 09, 2017 1:55 am

Syric keeps his head down and follows Tony, trying to mimic his stealthy nature.

Stealth
Roll(1d20)+6:
16,+6
Total:22
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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Jimer Lins
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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Thu Feb 09, 2017 6:46 am

"Of course. Can you tell the Major and myself when the last time you saw the jars was, and where?"
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: You'll Never Walk Alone

Post by Blackferne » Thu Feb 09, 2017 3:53 pm

Jimer Lins wrote:
Thu Feb 09, 2017 6:46 am
"Of course. Can you tell the Major and myself when the last time you saw the jars was, and where?"
"Like I said I moved the essences from the storage to the worktable. Then I attended to some of the mason supplies prepping them for the carvers. I didn't put them away since Ocruna or Ashkoral usually have magical cleanup." His face lights up with a realization "Wait if you think I took them, I didn't. I wouldn't know what to do with them if I took them. You gotta believe me sirs. I might be a lot of things, but I'm not a thief!

The major signals for him to settle down. "No one is accusing anyone of anything. We got orders son, and we want to finish this mission. This is all about finding what went missing and getting the gate up and running.
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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Thu Feb 09, 2017 4:00 pm

@Tony and Syric

Tony moves along but not as sleek and stealthy as he'd hope. Maybe it is this dumb looking armor, maybe it is the time this mission has taken so far. Luckily his extensive training kicks in and more than compensates for not being on his A Game. Syric however having significantly less training in such matters somehow lucks into being graceful and stealthy as a black cat on a new moon.

You two make your way along the alley to the next major E/W road. The alley continues ahead but you can see than in about 10 tents the alley will stop on the far side blocked by a large wooden structure. The nearest seige tower is past the wood structure by maybe half a mile. Paths to get there you figure are down the alley and maybe around the wooden structure, take the main E/W road either E or W to the next major street or subsequent alley and continue N.

What do you two do?
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Thu Feb 09, 2017 4:15 pm

Tony votes we wait a moment for the street to be clear, then we take the major street west until the next alley headed north.
While walking on the street we would walk openly, not sneaking and not hurrying, but walking with a purpose and trusting to our disguises and Avandra's luck to keep us from being stopped.
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
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: LPDnD: You'll Never Walk Alone

Post by Whiteness » Thu Feb 09, 2017 11:34 pm

" I agree, I hate to find out that's a dead end up the head"

Syric will follow Tony and try to fly casual.
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: You'll Never Walk Alone

Post by Blackferne » Fri Feb 10, 2017 3:30 pm

@Tony and Syric make a bluff or intimidate roll (your choice).
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Re: LPDnD: You'll Never Walk Alone

Post by Whiteness » Fri Feb 10, 2017 4:11 pm

There's a plus 2 bonus to intimidate if you're 5 squares away from Syric.

Bluff
Roll(1d20)+13:
14,+13
Total:27
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: You'll Never Walk Alone

Post by Furiel » Fri Feb 10, 2017 4:44 pm

I'm probably less than 5 squares away from Syric so Tony will put on his talk to me and I'll curb stomp your ass face.

Intimidate 1d20+5+2: (20)+5+2=27
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
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Fri Feb 10, 2017 5:26 pm

@Syric and Tony you two take to the street. Tony with a snarl and shoulders squared. Syric a bit more relaxed. It is the classic good guard bad guard routine. You walk up the street and pass a cart with a caged dragonborn being pulled. The dragonborn is bound and gagged. The cart guards nod with that "more of this crap" vibe. You pass the cart and you see it goes up the major street just east of where you guys emerged from the alley.

You pass the next major N/S road and get the alley behind it.
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Fri Feb 10, 2017 8:29 pm

Tony will take a mental note of the prisoner and we'll start heading up the alley. Tony is going stealth mode again.

Stealth: 1d20+20 - (17)+20=37
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
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Whiteness
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Re: LPDnD: You'll Never Walk Alone

Post by Whiteness » Sat Feb 11, 2017 12:27 am

Seeing the dragonborn reminds Syric of Gobo and the thief that stayed behind.......but he quickly follows behind the Plush.

Stealth
Roll(1d20)+6:
12,+6
Total:18
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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Jimer Lins
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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Sat Feb 11, 2017 7:47 pm

"Please stay calm. No one is making accusations. We are simply trying to find out what happened.

So you moved the essences in their jars to the worktable, right? Do you recall about what time that was? Did anyone else help you move them?

What happens to the essences after you moved them to the worktable?
"
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: You'll Never Walk Alone

Post by Blackferne » Mon Feb 13, 2017 1:44 am

@Trinal "It was towards the middle of the shift so maybe noonish. You know how it is in this place, time is sometimes hard to track without the sun. The jars aren't very big so I moved them all on my own on a cart. Then I went to the stone prep area."[/b} he says.
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