LPDnD: You'll Never Walk Alone

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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Thu Mar 23, 2017 9:30 pm

I have no idea how the autocorrect on my phone changed stampeding to spooning...
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 Mar 24, 2017 11:34 am

I assumed you meant spooking but misspelled.
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Fri Mar 24, 2017 2:52 pm

That's actually probably what I meant...stupid fucking concussion making words hard...
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 Mar 24, 2017 3:59 pm

Concussion? Are you going back to Pro-Am Rodeo again? The doc says it'll kill ya!
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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Fri Mar 24, 2017 7:15 pm

BTW I'm waiting on Whitey and Maizan to say what they are doing.
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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Fri Mar 24, 2017 7:57 pm

"That's a good idea, I'll make it a point to be more visible to the men and women working on the gate."

Trinal turns his attention to the drawing.

"Now as to this, it's fascinating. You say you dreamed this? It looks almost like a gambling cube, but these symbols..."

Arcana/Legend Lore (both History and Arcana are the same, +9):

Rolling 1d20 + 9
( 6 ) + 9 = 15
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 24, 2017 9:05 pm

Jimer Lins wrote:
Fri Mar 24, 2017 7:57 pm
"That's a good idea, I'll make it a point to be more visible to the men and women working on the gate."

Trinal turns his attention to the drawing.

"Now as to this, it's fascinating. You say you dreamed this? It looks almost like a gambling cube, but these symbols..."

Arcana/Legend Lore (both History and Arcana are the same, +9):

Rolling 1d20 + 9
( 6 ) + 9 = 15
The cube markings on the "top" have kind of runic quality you'd see along the Western Coast lands up north. But like really old, before Common, before the great and powerful Empire of Antika Sinnum dominated most of this half of the world. As to what it says, or what some of the other stuff is, you're lost.
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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Fri Mar 24, 2017 10:02 pm

"These glyphs here are similar to ancient, and I mean very ancient, Western Coast runic script. Before Common became, well... common. Before the Empire of Antika Sinnum, even.

Did you see it in this form or was it a cube in your vision and you drew it this way to show what it looked 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: You'll Never Walk Alone

Post by Jimer Lins » Fri Mar 24, 2017 10:03 pm

Joun, with my knowledge of history, what do I know about the early Western Coast people, if anything?
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 » Sat Mar 25, 2017 12:03 am

Jimer Lins wrote:
Fri Mar 24, 2017 10:03 pm
Joun, with my knowledge of history, what do I know about the early Western Coast people, if anything?
Just that they were considered barbarians when met by the Antika Sinnum Empire. They were considered to have weird gods and indulged in taboo behavior (per the Antika's writings) and that they were a real bitch to conquer and civilize. Rebellions were common.
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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Sat Mar 25, 2017 3:31 am

How long ago was this empire? And how old would these writings potentially be?
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 Whiteness » Sat Mar 25, 2017 8:54 pm

Blackferne wrote:
Fri Mar 24, 2017 7:15 pm
BTW I'm waiting on Whitey and Maizan to say what they are doing.
Sorry, I was confused on which way to leave the horse pen then Tony rightly had us follow the horses.

If any dragonborn come with, Syric will folow last to try and cover their tracks.
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 Staris » Mon Mar 27, 2017 2:46 am

"It was in true cube form when I saw it in my dream and flattened it to help make it easier to see all the sides at the same time. I was eventually able to see the five sides but could not for whatever reason see the bottom."

He will than include on the same sheets the drawing in cube form.

https://drive.google.com/file/d/0B4WEg8 ... sp=sharing

[OOC this was the drawing that Joun gave me.]

He will reluctantly add "Not that I wish this to continue but should I 'dream' again and see the final side I will update the pictures." he shudder slightly when stating dream.

After that will eat a bit with Trinal and then get back to work since he is feeling rested, working even should Trinal choice to rest since Stavis's sleep cycle had gotten out of kilter and wishing to prolong as long as possible when he would next dream should his next meditation result in such.

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Re: LPDnD: You'll Never Walk Alone

Post by Maizan » Mon Mar 27, 2017 12:07 pm

[ooc sorry for the delay was gone for most of the weekend]

Maizan will move toward the back of the horse pen, turn to face the open gate and do a dragon breath on some of the horses in my area.

Close blast area 5 (have feat enlarged dragon breath), damage type: fire
Attach Str +2 vrs reflex
damage 1d6+ con

Attach 1d20+4+2 = 13+6=19
damage 1d6+3 = 3+3 = 6
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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Mon Mar 27, 2017 3:11 pm

Jimer Lins wrote:
Sat Mar 25, 2017 3:31 am
How long ago was this empire? And how old would these writings potentially be?
Empire fell over a thousand years ago. They started about 800 years prior to that and expanded. They would have conquered that area about 4oo years into their reign, so at the latest these writings could be would be about 1400 years ago, probably longer.
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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Mon Mar 27, 2017 3:31 pm

@Tony, Maizan, and Syric

Horse are sufficiently frightened and running to the camp. You guys hop the fence and start makign your way to the woodline in the hills.

Syric you said you'd cover tracks but you can see some search parties with torches are entering the feeding pasture behind you. You can either proceed with haste, or cover tracks and allow them to potentially catch up. (they are probably 3/4 a mile behin you) and have a pretty good indication of the general area (woodline) of where you are.
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Re: LPDnD: You'll Never Walk Alone

Post by Whiteness » Mon Mar 27, 2017 5:26 pm

[Ooc]I thought we were following Tony's plan to follow the horses out before we doubled back.


If it didn't work out that way then Syric would prioritize speed over covering tracks, his goal was to prevent any tail tracks or things identifying the Dragonborn were with them
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 » Mon Mar 27, 2017 5:32 pm

Whiteness wrote:
Mon Mar 27, 2017 5:26 pm
[Ooc]I thought we were following Tony's plan to follow the horses out before we doubled back.


If it didn't work out that way then Syric would prioritize speed over covering tracks, his goal was to prevent any tail tracks or things identifying the Dragonborn were with them
I took it to be following the horses for a short bit, but you'd still need to eventually veer west to get to the hills and woodline to eventually make your way north to the point of the citadel cave entrance.
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Mon Mar 27, 2017 7:52 pm

Blackferne wrote:
Mon Mar 27, 2017 5:32 pm
Whiteness wrote:
Mon Mar 27, 2017 5:26 pm
[Ooc]I thought we were following Tony's plan to follow the horses out before we doubled back.


If it didn't work out that way then Syric would prioritize speed over covering tracks, his goal was to prevent any tail tracks or things identifying the Dragonborn were with them
I took it to be following the horses for a short bit, but you'd still need to eventually veer west to get to the hills and woodline to eventually make your way north to the point of the citadel cave entrance.
That was the idea. Get out of sight a bit from the camp, then break off. If we can cover our tracks when we first break off from the horse's trail that will make following us difficult initially. Plus I intend for us to do some trail breaking techniques on the way back as well. They are also humans trying to track at night...
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 Maizan » Tue Mar 28, 2017 11:05 am

Maizan thinks that they should have grabbed some of the horses and rode off on them.... oh well.
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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Tue Mar 28, 2017 2:52 pm

Furiel wrote:
Mon Mar 27, 2017 7:52 pm
That was the idea. Get out of sight a bit from the camp, then break off. If we can cover our tracks when we first break off from the horse's trail that will make following us difficult initially. Plus I intend for us to do some trail breaking techniques on the way back as well. They are also humans trying to track at night...
Or are they?
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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Tue Mar 28, 2017 4:37 pm

@Tony syric Maizan and Dragonw=kin are heading into the woods. You have anice lead on the search parties and you hear some dogs barking. Clearly they have some assistance. You currently have the sdvantage of distance and no illumination giving you away. The hillside wood gets thicker as you approach the top and you enter the mountain biome.
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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Tue Mar 28, 2017 5:04 pm

Trinal studies the drawings some more while he eats.

"What was the context for seeing this? You were having dreams, right? What about?"
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 » Tue Mar 28, 2017 5:27 pm

Stavis will explain in as good a detail as he can, mentioning that the dreaming is itself unique as mediating isn't the same as sleeping for others. He is always aware of what is going on and the passage of time while in meditation, especially doesn't like the disorientation of having to figure how how long he has been 'asleep'. Chalking up some of this to his heritage as signs of weakness would quickly get one killed in a Drow comunity, though mention in passing that he is appreciative of now as even while mediating he is an extra pair of ears when the group rests at night.
Blackferne wrote: @Stavis As you start your mediatation it doesn't feel right. Usually you do not dream, but find yourself in a trance like state swaying to the rythmn of the realm. This meditation feels different. You notice ebbs and flows. You "see" colors in your mind's eyes. swirls of purple and blue rippling and waving. You "hear" a distant sound, it sounds like words just out of reach. A cry for aid, but you can't make out the words. It eludes you. And the colors start to emerge as a shape. A cube with markings on the side. Then your eyes open and you find yourself not in your usual meditative sitting position, but slumped on your side. You have no pain, no signs of malice upon you.
Blackferne wrote: You drift back into the meditative state. the purple and blue colors return. You try to force the cube to reappear but it seems to resist your attempts. You quickly realize you cannot force whatever this state is. You try to listen and wait. Eventually amongst the swirlling mass of color the cube reappears. It seems to that the top of the cube on the drawing is the same as you saw last time. The four adjacent sides are identical (see the drawing), but you cannot seem to get a proper view of the bottom. You watch this for a while and the barely audible sound returns. You can't quite make out what it is saying. Maybe 'elk', or 'milk', 'shelf'...but those don't seem right. You awaken when the next person enters the room. Again slumped on your side, and you feel refreshed.
[OOC including what Joun wrote the two times to make this a little easier to convey what Stavis explains.]

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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Tue Mar 28, 2017 5:40 pm

Blackferne wrote:
Tue Mar 28, 2017 4:37 pm
@Tony syric Maizan and Dragonw=kin are heading into the woods. You have anice lead on the search parties and you hear some dogs barking. Clearly they have some assistance. You currently have the sdvantage of distance and no illumination giving you away. The hillside wood gets thicker as you approach the top and you enter the mountain biome.
From our trip here there has to be some small streams or creeks along the way, when we find one we'll walk in it for a distance to break our scent and throw the dogs off.

"If pursuit can't be lost then it's a fight. Tony Plush will not lead them back to the entrance of the Citadel we used if it can be helped."
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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