LPDnD: You'll Never Walk Alone

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Re: LPDnD: You'll Never Walk Alone

Post by Maizan » Tue Mar 14, 2017 11:29 am

Stealth: 1d20+7-2 = 15+5=20 (abil mod+1/2level+armor pen)
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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Tue Mar 14, 2017 4:13 pm

Tony nearly walks out into the road (the 2 roll) but deftly catches himself and leans into the nearest tent shielding the lantern (years of training...your ridiculous plus 20..DM note curse Tony with a cowbell necklace he cannot remove or silence).

The rest of the party stops as a few soldiers run by, unarmored, gathering some buckets to attend to the fire. Shouts of panic are going up all over.

After they pass you cross the "street" into what are clearly supply tents and wagons before you can get to the horse grazing area. In the distance you start hearing drums. More of the is awoke and you hear shouts from commander types "FIND THE DRAGONKIN!!!"
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Tue Mar 14, 2017 4:48 pm

Once we are across the street Tony will say to the others...

"Once we get to their horse lines cut them on our way past. Tony Plush is going to set another firetrap on their supply tents."

Using the lantern I procured earlier I'm going to setup a similar firetrap to set fire to supply tents near the horses with the intent of panicking the the now freed horses so they run off. I'm going to leave a longer fuse this time, like 90 seconds or so to give us more time to get clear.

Thievery: 1d20+14: (1)+14=15

And a natural one on setting the firetrap... You're welcome Joun.
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 Jimer Lins » Tue Mar 14, 2017 5:07 pm

Blackferne wrote:
Fri Mar 10, 2017 8:24 pm
"No sir. I walked in Ashkoral was already in the shop and told me to go clean. I didn't see no jars on the table like normal." Orcuna said.
"Very good. Did you at any time see the jars after that point?

Also, what's your opinion of Ashorkal and Theos?"
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 Mar 14, 2017 7:26 pm

@Trinal
"No sir. I didn't see the jars all day. I just do as I'm told. Pa told me sometimes asking questions gets you in trouble so I generally stay quiet. As for those two, Theos is nice. Sometimes he gives me his beans at mess hall since he knows I like em. I give him some of my bread in trade. Ashorkal is always talking how he shouldn't be in this unit and is gonna break back into the jobs up front on the wall where he belongs. Says he's a a hero, but the commanders ain't got their eyes in straight. No offense sirs."
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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Tue Mar 14, 2017 7:32 pm

"None taken, and thank you for your honesty, Ocruna."

"I'll ask you to remain here for just a bit longer, with my thanks."

Gesturing to the Major, Trinal says "After you, please sir."

When we get outside, Trinal says quietly "I'm sensing a pattern, but I'm not inclined to leap to any judgements just yet. What I am considering is speaking to Theos to ask him if he can confirm what Ocruna said about the jars not being present at the shift start. If, as it now appears, it becomes necessary to confront Ashorkal, I'd like to find a way to let him trap himself in a lie, rather than directly confronting him, if you understand me, sir."
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 Mar 14, 2017 7:37 pm

@Trinal "I've heard enough as it is. Let's find the officer searching Ashkoral's quarters see if they found anything. I'm not one for theatrics in such matters if not needed."
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Re: LPDnD: You'll Never Walk Alone

Post by Whiteness » Tue Mar 14, 2017 11:33 pm

Syric will head towards the horses to cut them free as Tony goes to set his firetrap...


[ooc] are all the dragonborn with us?
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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

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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Wed Mar 15, 2017 12:34 am

Blackferne wrote:
Tue Mar 14, 2017 7:37 pm
@Trinal "I've heard enough as it is. Let's find the officer searching Ashkoral's quarters see if they found anything. I'm not one for theatrics in such matters if not needed."
"It's not theatrics I'm after, Major, but I completely understand your point. Lead 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: You'll Never Walk Alone

Post by Blackferne » Wed Mar 15, 2017 3:46 pm

Furiel wrote:
Tue Mar 14, 2017 4:48 pm
Once we are across the street Tony will say to the others...

"Once we get to their horse lines cut them on our way past. Tony Plush is going to set another firetrap on their supply tents."

Using the lantern I procured earlier I'm going to setup a similar firetrap to set fire to supply tents near the horses with the intent of panicking the the now freed horses so they run off. I'm going to leave a longer fuse this time, like 90 seconds or so to give us more time to get clear.

Thievery: 1d20+14: (1)+14=15

And a natural one on setting the firetrap... You're welcome Joun.
@Tony, Syric, Maizan

Syric yes dragonkin are with you.

Tony I retract my claim you missed a calling as an arsonist. Somehow you managed to snuff out the lantern when fiddling with it to make the firetrap.

Also this is more of a fenced in pasture than anythign with horse lines. The horses graze on the grass and aren't really tied.
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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Wed Mar 15, 2017 3:49 pm

Jimer Lins wrote:
Wed Mar 15, 2017 12:34 am
Blackferne wrote:
Tue Mar 14, 2017 7:37 pm
@Trinal "I've heard enough as it is. Let's find the officer searching Ashkoral's quarters see if they found anything. I'm not one for theatrics in such matters if not needed."
"It's not theatrics I'm after, Major, but I completely understand your point. Lead on."
@Trinal The Major hobbles along through the corridors until you get to Ashkoral's quarters. There are a few soldiers there. One approaches and salutes.

"Sir we found a false panel in the wall and in the space we found these jars and some other contraband. It was located next to Ashkoral's bunk sir."

The Major turns to you and says, "I think this is obviously his work. He's desperate to seem super useful, and thought he could be a little opportunistic in his reassignment." What sort of discipline would you suggest?"
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Wed Mar 15, 2017 4:16 pm

Blackferne wrote:
Wed Mar 15, 2017 3:46 pm
Furiel wrote:
Tue Mar 14, 2017 4:48 pm
Once we are across the street Tony will say to the others...

"Once we get to their horse lines cut them on our way past. Tony Plush is going to set another firetrap on their supply tents."

Using the lantern I procured earlier I'm going to setup a similar firetrap to set fire to supply tents near the horses with the intent of panicking the the now freed horses so they run off. I'm going to leave a longer fuse this time, like 90 seconds or so to give us more time to get clear.

Thievery: 1d20+14: (1)+14=15

And a natural one on setting the firetrap... You're welcome Joun.
@Tony, Syric, Maizan

Syric yes dragonkin are with you.

Tony I retract my claim you missed a calling as an arsonist. Somehow you managed to snuff out the lantern when fiddling with it to make the firetrap.

Also this is more of a fenced in pasture than anythign with horse lines. The horses graze on the grass and aren't really tied.
My mistake I would have sworn they were lines. Must have gotten that confused with one of the books I was reading. Let's just retcon that to have me say break the fence. Basically my goal is to cause more havoc and hinder pursuit by releasing and running off their horses.
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 Mar 15, 2017 4:29 pm

Furiel wrote:
Wed Mar 15, 2017 4:16 pm
My mistake I would have sworn they were lines. Must have gotten that confused with one of the books I was reading. Let's just retcon that to have me say break the fence. Basically my goal is to cause more havoc and hinder pursuit by releasing and running off their horses.
I'll have you know I am not some hack fantasy author. I'm your hack DM.

Retconned to into to vandalize of the horse fence.

At the line of the fence are a few guards. (2) who are patrolling. The commotion in the camp has elevated their alertness you can tell, but they have not noticed you guys yet.
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Wed Mar 15, 2017 4:38 pm

Does the corral only have 1 gate or is there more than 1?
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 Mar 15, 2017 4:42 pm

Furiel wrote:
Wed Mar 15, 2017 4:38 pm
Does the corral only have 1 gate or is there more than 1?
More than one. A south one(leading to the open plains and a east one (leading into the camp).
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Wed Mar 15, 2017 5:42 pm

Blackferne wrote:
Wed Mar 15, 2017 4:42 pm
Furiel wrote:
Wed Mar 15, 2017 4:38 pm
Does the corral only have 1 gate or is there more than 1?
More than one. A south one(leading to the open plains and a east one (leading into the camp).
And where are the guards right now? I would prefer to not have to fight the guards if possible while opening/destroying the southern gate to run the horses out of.
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 Jimer Lins » Wed Mar 15, 2017 5:55 pm

Blackferne wrote:
Wed Mar 15, 2017 3:49 pm

The Major turns to you and says, "I think this is obviously his work. He's desperate to seem super useful, and thought he could be a little opportunistic in his reassignment." What sort of discipline would you suggest?"
"Opportunistic? He could have destroyed our ability to actually build this construct, Major. That seems more like sabotage to me. Also, his comments about my companion seem a bit worrisome."

Trinal turns to the guard who told us about finding the jars. "You mentioned 'other contraband', sir. What else did you find?"
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 » Wed Mar 15, 2017 6:11 pm

Furiel wrote:
Wed Mar 15, 2017 5:42 pm
Blackferne wrote:
Wed Mar 15, 2017 4:42 pm
Furiel wrote:
Wed Mar 15, 2017 4:38 pm
Does the corral only have 1 gate or is there more than 1?
More than one. A south one(leading to the open plains and a east one (leading into the camp).
And where are the guards right now? I would prefer to not have to fight the guards if possible while opening/destroying the southern gate to run the horses out of.
Bad news. One is near that gate, the other is walking along the western fence.
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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Wed Mar 15, 2017 6:16 pm

Jimer Lins wrote:
Wed Mar 15, 2017 5:55 pm
Blackferne wrote:
Wed Mar 15, 2017 3:49 pm

The Major turns to you and says, "I think this is obviously his work. He's desperate to seem super useful, and thought he could be a little opportunistic in his reassignment." What sort of discipline would you suggest?"
"Opportunistic? He could have destroyed our ability to actually build this construct, Major. That seems more like sabotage to me. Also, his comments about my companion seem a bit worrisome."

Trinal turns to the guard who told us about finding the jars. "You mentioned 'other contraband', sir. What else did you find?"
The Major responds "I think you misunderstand me. I mean to say I imagine his little brain had this plan where he'd report the materials went missing and in time he'd be the one to find them making himself important, get a pat on the back and maybe notice for transfer to the unit he'd rather be in. And as for yer dark friend, he's not alone in his suspicions. But General said to follow, so we are following. Don't have to like orders to follow them."

The soldier replies to the contraband query, "General doesn't want us drinking spirits fermented from cave mushrooms. They are known to give people visions, but sometimes people brew a batch and sell it for extra coin."
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Re: LPDnD: You'll Never Walk Alone

Post by Whiteness » Wed Mar 15, 2017 6:28 pm

Syric whispers to Tony with a shrug, "Could we run at the guard yelling for help with the dragonborn pretending to chase us and then quickly dispatch him?"
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

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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Wed Mar 15, 2017 6:29 pm

"Ah, I see what you mean. Apologies for the misunderstanding."

Trinal will inspect the jars and make sure they're all intact and have the materials.

"Major, I hesitate to offer any suggestions as to what the consequences of this should be for Ashorkal, because I'm not a part of your chain of command. It would be unseemly for me to be seen inserting myself into that process, and would probably be detrimental to both morale and discipline.

I would ask that Ashorkal be removed from his duty on the gate at once, of course. But as to the greater consequences, I believe that should be left to his commander and leadership."
Trinal sketches a respectful nod to the Major.

Looking at the rest of the soldiers, Trinal says "I'm very grateful to all of you in helping to resolve this so quickly and professionally."
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 Mar 15, 2017 6:33 pm

Blackferne wrote:
Wed Mar 15, 2017 6:11 pm
Furiel wrote:
Wed Mar 15, 2017 5:42 pm
Blackferne wrote:
Wed Mar 15, 2017 4:42 pm
Furiel wrote:
Wed Mar 15, 2017 4:38 pm
Does the corral only have 1 gate or is there more than 1?
More than one. A south one(leading to the open plains and a east one (leading into the camp).
And where are the guards right now? I would prefer to not have to fight the guards if possible while opening/destroying the southern gate to run the horses out of.
Bad news. One is near that gate, the other is walking along the western fence.
Tony will turn to the others...
"Lantern went out so the second firetrap isn't going to work as a distraction. If we off these guards to run off their horses they will likely raise an alarm and pursuit. Risk it or just get clear?"
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 Mar 15, 2017 9:01 pm

Jimer Lins wrote:
Wed Mar 15, 2017 6:29 pm
"Ah, I see what you mean. Apologies for the misunderstanding."

Trinal will inspect the jars and make sure they're all intact and have the materials.

"Major, I hesitate to offer any suggestions as to what the consequences of this should be for Ashorkal, because I'm not a part of your chain of command. It would be unseemly for me to be seen inserting myself into that process, and would probably be detrimental to both morale and discipline.

I would ask that Ashorkal be removed from his duty on the gate at once, of course. But as to the greater consequences, I believe that should be left to his commander and leadership."
Trinal sketches a respectful nod to the Major.

Looking at the rest of the soldiers, Trinal says "I'm very grateful to all of you in helping to resolve this so quickly and professionally."
@Trinal The jars seemed in fine state. No harm or depletion of materials has occurred.

The Major says "Of course he will be removed from your project and transferred to the brig. My apologies for the inconvenience. Feel free to call on me if anyone else is out of line."
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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Wed Mar 15, 2017 9:03 pm

@Tony, Maizan, and Syric "I'd like to kill a few on our way out." Ragescale says with a little anger in his voice. "But I'm not the leader, and I don't know where we are going after we pass the fence."
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Wed Mar 15, 2017 9:39 pm

Blackferne wrote:
Wed Mar 15, 2017 9:03 pm
@Tony, Maizan, and Syric "I'd like to kill a few on our way out." Ragescale says with a little anger in his voice. "But I'm not the leader, and I don't know where we are going after we pass the fence."
"We have about a 4 hour hike ahead of us to the Citidel. Assuming we're not dodging or fighting patrols all the way back."
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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