LPDnD: You'll Never Walk Alone

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Re: LPDnD: You'll Never Walk Alone

Post by Maizan » Thu Mar 16, 2017 11:21 am

We could stampede the horses into the camp to create more confusion. Perhaps lighting some brush to a few tails would do the trick"

We could then follow the horses into the camp and kill many of them smiles Maizan
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Thu Mar 16, 2017 1:33 pm

"We could true, but we would also die in the process. There are thousands of them and 5 of us. Dieing is an entirely overrated experience, one Tony Plush is in no rush to further experience. It's probably worth the risk so let's take the guard at the gate, then Maizan and Tony Plush can go take out the other guard while the rest of you run off the horses. Then we withdraw with haste."
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 » Thu Mar 16, 2017 3:53 pm

For this, if you fight, we're just gonna do descriptive combat (no battle map), but you still need to roll attacks.
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Thu Mar 16, 2017 5:00 pm

If the guards are willing to let us run off the horses without raising an alarm or violence then there won't be a fight. Otherwise they are dead men.

Tony will be sneaking up on the gate guard.
Stealth: 1d20+20: (5)+20=25
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 Mar 16, 2017 10:56 pm

Syric follows Tony, careful to avoid being noticed.

Stealth
Roll(1d20)+6:
18,+6
Total:24
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 Jimer Lins » Fri Mar 17, 2017 1:01 am

Trinal will return to Theos and Ocruna, and ask them to come with him.

He hands the essences to Ocruna. "Let's return to the work area and make sure these are safely stored, shall we?" With a gesture, he starts leading them back to the work area.

On the way, he says to Theos "From now on, we'll need to be more stringent about who handles these. Starting now, I want to make sure there are always at least two individuals present whenever the essences are being worked with. While stored, they'll be under guard."

Smiling at the two, he goes on to say "I must apologize for having put you through this interrogation process. Hopefully we can move ahead without any further incidents of this kind. Please let me know if we need to add any additional people to make sure we have two persons in the room at all times whenever the essences are being worked on."

"I hope you understand both how important our work is to the war effort and that my gratitude for your efforts is boundless. Do either of you have any questions?"
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 » Fri Mar 17, 2017 3:56 pm

@Trinal "What's for lunch today?" Theos asks.
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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Sat Mar 18, 2017 2:16 am

Blackferne wrote:
Fri Mar 17, 2017 3:56 pm
@Trinal "What's for lunch today?" Theos asks.
"An excellent question. I don't know, but maybe we can find out."
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 Maizan » Mon Mar 20, 2017 12:24 am

As I am not a sneaky type, I will wait ready to charge when their best laid plans go awry.

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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Mon Mar 20, 2017 2:54 pm

@Tony, Syric, and Maizen

The Dragonkin crouch in the herd and wiat for the signals. Tony and Syric are 10 feet from the gate guard. He is watchign the commotion in the camp with interest, but not noticing you seemingly at all.
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Mon Mar 20, 2017 3:23 pm

Tony will go ahead and relieve the gate guard of his life...

Attack with encounter power Rogue's Luck. If I miss I get a second attack on the same target. Attack from concealment and before the target has moved both grant me combat advantage.
Attack is 1d20+15+2+1: (16)+18=34
Damage is 2d8+8 weapon + 2d8+2 sneak attack: (8, 5, 5, 1)+8+2=29
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 » Mon Mar 20, 2017 5:08 pm

@Tony

There is this odd thing about stabbing a man in the back piercing his lung. It makes a barely audible gasp before the body slumps down and blood starts to spill out of the mouth. The guard is dead.
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Mon Mar 20, 2017 8:08 pm

Having been unobserved Tony will reassume stealth mode and make his way to the other corral guard with the intent of doing significant bodily harm.
Stealth: 1d20+20: (20)+20=40
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 » Mon Mar 20, 2017 8:14 pm

Furiel wrote:
Mon Mar 20, 2017 8:08 pm
Having been unobserved Tony will reassume stealth mode and make his way to the other corral guard with the intent of doing significant bodily harm.
Stealth: 1d20+20: (20)+20=40
I don't know how you are doing it, but your footsteps are somehow absording sound.
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Mon Mar 20, 2017 11:17 pm

Blackferne wrote:
Mon Mar 20, 2017 8:14 pm
Furiel wrote:
Mon Mar 20, 2017 8:08 pm
Having been unobserved Tony will reassume stealth mode and make his way to the other corral guard with the intent of doing significant bodily harm.
Stealth: 1d20+20: (20)+20=40
I don't know how you are doing it, but your footsteps are somehow absording sound.
Just to keep this moving along I'll go ahead and end guard #2.

Attack with encounter power Torturous Strike
Attack is 1d20+15+2+1: (10)+18=28
Damage is 2d8+8 weapon + 2d8+2 sneak attack: (7, 3, 3, 7)+8+2=30
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 » Tue Mar 21, 2017 12:30 am

Syric will work the gate free as silent but deadly Tony takes out #2
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 Maizan » Tue Mar 21, 2017 12:01 pm

Awaiting....
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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Tue Mar 21, 2017 1:48 pm

@Tony "Angel of Death" Plush, Syric the Gatekeeper, and Maizan the patient.

The second guard falls quickly to the ground. The gate opens for Syric and since it is a rope hinge there is no risk of creaking as you do so.
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Re: LPDnD: You'll Never Walk Alone

Post by Whiteness » Tue Mar 21, 2017 11:32 pm

[Ooc] which side did we originally come in?
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 Jimer Lins » Wed Mar 22, 2017 12:32 am

After getting the essences settled where they need to be, Trinal will go about making sure the new rules about two persons being present with them at all times are understood and thank the team for their hard work.

Unless something comes up, after his work is concluded for the day, he'll head back to our quarters.
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 22, 2017 3:16 pm

@ Syric, you orginally entered the camp(before getting dragonkin) on the fence on the western edge of the herd. You re-entered as your current escape in the pasture on the NE fence adjacent to the camp proper.

@Trinal The new rule is understood, people seem to be fine with it. Some people are talking excitedly about seeing Waterdeep if this crazy thing works. You return to the quarters. Syric and Trinal are gone on their mission. Stavis is slumped over on a pillow.

@Stavis you emerge from your meditative dream state on your side on a pillow as Trinal walks in. You feel refereshed.
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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Wed Mar 22, 2017 5:25 pm

"You look a bit better. How did it go 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 Staris » Thu Mar 23, 2017 12:22 am

Stavin will get up, feeling a bit disoriented as he's unaccustomed to the disconnect oh the passage of time while resting. When Trinal asks how he's day has gone will respond honestly "I feel rested though it will remain to be see if I will have to spend more time devoted to resting to keep that up."

He will then go to the table drawing what he saw in his dream state, he will at the same time explain his day to achieve his rested state as well as comment that hopefully Trinal's day had been more productive. Assuming Trinal divulges his events, Stavis will mention that it probably wouldn't be a bade idea to eat a couple meals with the men tasked with the construction or else pay for a couple rounds of drinks to help build the comradery and trust, especially the ones that had also been investigated. Though will add for drinks to the whole crew might not hurt to have that happen with a milestone in the completion of the gate.

Once finished with the drawing of the cube will show it to Trinal to see if he can make heads or tails of it, showing a real interest to figure this out as he is visibly disturbed by this dreaming he is having and so hoping it can be resolved quickly so he can go back to normal meditation and will say as much.

https://www.dropbox.com/s/3vaagt4loy6lm ... g.jpg?dl=0

When anyone else arrives at the room Stavis will also show them the drawing as well as make two extras so a copy or two could taken.

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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Thu Mar 23, 2017 8:32 pm

Assuming Syric now has the gate open Tony gestures to the Dragonkin to have them start spooning the horses to get them to run off through the gate.

Tony will keep watch toward the camp to see when or if anyone notices. Once the horses are gone we will head out walking at first along where the horses just ran off to obscure our tracks. Then make our way around the camp again and back to our entry point to the Citadel. Tony will take point and try to avoid any patrols on our return.

Perception for watching.
1d20+11: (6)+11=17
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 » Thu Mar 23, 2017 8:58 pm

Furiel wrote:
Thu Mar 23, 2017 8:32 pm
Assuming Syric now has the gate open Tony gestures to the Dragonkin to have them start spooning the horses to get them to run off through the gate.

Tony will keep watch toward the camp to see when or if anyone notices. Once the horses are gone we will head out walking at first along where the horses just ran off to obscure our tracks. Then make our way around the camp again and back to our entry point to the Citadel. Tony will take point and try to avoid any patrols on our return.

Perception for watching.
1d20+11: (6)+11=17
Interesting word choice.
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