LPDnD: You'll Never Walk Alone

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LPDnD: You'll Never Walk Alone

Post by Blackferne » Fri Feb 03, 2017 4:20 pm

Previously on the adventures of the Phoenix Guard, the party assembled in the small town of Belholt to form an adventuring party. Soon they found themselves helping an outpost to the East where they were overwhelmed and killed by the thundering horde from lands unknown calling themselves teh Chulassa. In the spirit worl they found themselves tested and chosen by the Raven Queen and the other gods to return to the mortal plane to stop two usurpers (Bhaal and Orcus) thus preventing what is known as a "uktreignur" or recknoning where gods battle on the mortal plane and massive damage could be done. They undergo a series of trials and lose a few members along the way. They return to Waterdeep to find that seventy years have passed. They reunite with Professor Gladdenstone who fills them in on the events since their passing in what is now known as "Plush's Blunder". The followers of Bhaal have taken the Northwest parts of the continent known as the Army of Blood. The Chulussa control a vast empire to the East. The remains of the forces of good for this part of the world lay aorund Waterdeep in what is known as the Mortal Alliance. Further south are other kingdoms and empires not yet embroiled in the conflict. The professor with help of Trinal discover an ancient text outling how to build a rune gate. The party sets off to Victae's childhood home of the Citadel trying to provide relief for the seige. They set off through the Army of Blood's territory and end up in Brackton. Tony meets up with some allies and the party sabotages the "Baptism" of the Baroness. They rescue a Bishop and then run toward the destroyed remains of the dwarven city of Silverdeep. Chased by Razvan, a wicked officer in the Army of Blood's ranks they make it not only to Silverdeep, but escape east over the harsh mountains to get to the Citadel. Upon arriving Victae is forced to rejoin her former army, and Stavis is restricted to their quarters under house arrest. Trinal is unhappy with the Citadel's leadership, but is working on building the Runegate. Tony and Syric have been tapped for a recon/sabotage mission. Stavis under his house arrest fears he may be going mad as he's been hearing odd sounds. Now for the continuation of The Chronicles of the Order of the Phoenix.

@Tony and Syric Your mission to recon is prepped and ready to go. Did you gusy want to go as a duo, or do you need additional men?

@Trinal you last were searching for some lost materials that is suspected to have been stolen by one of two members of the staff. They are in different cells awaiting questioning. An officer awaits your orders.

@Stavis you were in the room. The fountain dribbles water. A sense of fatigue seems to be creeping in. What do you do?
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Re: LPDnD: You'll Never Walk Alone

Post by Staris » Fri Feb 03, 2017 5:16 pm

Stavis in getting up to meditate again in hopes of removing his fatigue will as he stretches a bit instinctively grab for the wine before stopping himself, he then will momentarily look to the water fountain and ask Tony or Syric "Would either of you mind getting me a fresh pitcher of water." If there was already one have it pored out and refiled at the fountain, if there wasn't one would help get find one of the empty wine or combine enough wine to make an empty container.

Assuming he got the help will pore in an unused cup and drink the water before mediating in the hopes it was the wine that cause the strange visions he had.

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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Fri Feb 03, 2017 5:26 pm

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

Post by Jimer Lins » Fri Feb 03, 2017 5:53 pm

OOC- I'll have something this afternoon after I do another refresher on where I was and what I was doing. :yoda:
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 Feb 03, 2017 5:55 pm

Jimer Lins wrote:
Fri Feb 03, 2017 5:53 pm
OOC- I'll have something this afternoon after I do another refresher on where I was and what I was doing. :yoda:
Image

Don't wait for the translation! Answer me now!
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Re: LPDnD: You'll Never Walk Alone

Post by Staris » Fri Feb 03, 2017 6:25 pm

[OOC Assuming Tony and Syric have left at this point.]

Stavis when getting up will go over to the table and get one a blank pages, using his own ritual book if necessary, and will draw the cube and the shape(s) on the side as best as he can flattening the cube into a two denominational shape if he had seen multiple sides.

[OOC a cube flattened out as a cross.]

After that assuming he is still feeling a bit fatigued will down a cup of wine since it was clearly not the culprit and go to meditate again. He will go into it with the attitude that there is information to glee from this, even if he isn't sure yet what that is so will do his best to pay attention to what he is seeing so he can share it with others.

Perception
Roll(1d20)+12:
9,+12
Total:21

Should he notice others enter the room he will stop meditating and share with them the cube and anything else he has seen in case they recognize it as he can't help feeling this is something important and hopeful its not the work of the Chulussa to be brought to bare on the Citadel though liking it even less if its the work of the Blood Army. Parts of his more cynical mind that he is merely grasping at straws and even the possibility that it is the people of the Citadel drugging him.

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Re: LPDnD: You'll Never Walk Alone

Post by Blackferne » Fri Feb 03, 2017 6:58 pm

@Stavis

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

That is what you draw. You didn't see the other sides. (Note I drew that shortly before we went on hiatus).

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

Post by Whiteness » Fri Feb 03, 2017 8:08 pm

OOC- just to be clear how is our armor affected by the disguises?

It'll just be Tony and I, following the plan he laid out in the other thread. Sneak in and wing it
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 03, 2017 8:39 pm

For simplicity sake let's just say the armor is not affected at all. I don't wanna get bogged down in that. You have your normal armor, you are wearing disguises.
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Re: LPDnD: You'll Never Walk Alone

Post by Whiteness » Fri Feb 03, 2017 10:46 pm

Syric and Tony will leave an hour or two before sundown as planned.
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 » Sat Feb 04, 2017 8:17 pm

I had been considering making another play for them to let us bring Stavis, but for expediency sake I'll forgo it.

We'll stick to the plan I laid out before, I mean it was my plan so obviously it's going to go perfect and Syric and Tony are about to go save the world.
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 Staris » Sat Feb 04, 2017 8:45 pm

[OOC I would suggest moving on anyway as Stavis though highly interested would want the scouting party to come back that there are in fact Drow working with the Chulassa, as hiding his race along with infiltrating is a quick recipe for disaster. Which would mean at this point to have Stavis go would require a revision of the plan which at this point doesn't seem to be necessary.]

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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Sun Feb 05, 2017 3:52 am

[OOC- in reply to the guard captain who agreed to go search their stuff and asked if I needed anything else]

"One other thing, Captain- if you could summon the men's commander or superior officer, I'd like to speak to him or her. Your assistance is sincerely appreciated. And can you get any information on their movements during the period in question? Ashorkal tells me he left at the end of his shift and did not know which of the others did the final tidying up. While I don't know if Ashorkal is telling the truth or not, it would be helpful If any of the guards or other persons about could tell us when they left and in what order, if you see my meaning.

Also, If we could keep this somewhat quiet, I would appreciate it. I don't yet know for sure what has happened, but I would like to avoid hurting anyone's reputation or career prospects for no good reason."


Trinal will look at the doors- there were 3. Ashorkal, Theos and Ocruna. "Unless there will be a long delay, I'd like to speak with their supervisor or commander first, to ask some questions about their backgrounds before talking with them. What's your opinion, Captain?"
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 06, 2017 4:56 pm

@Tony and Syric

You suit up in teh armor disguise and head back through the tunnel you came. The Colonel reminds you of the password one more time before the portcullis rise and lower in sequence to let you out. The dark winding tunnel eventually empties you out into the snow covered hillside you were on prviously. The road you previously were on is to the south and the enemy encampment is further siouth and to the east (SSE) from your current directions. The north and North and northwest are just mountainrange and NE is where the citadel ramparts begin by jutting out out of a cliff face.


@Trinal "I think this may prove to be overreaction to a mistake. That said we cannot be too careful. I'll send two man units to research the work area and quarters of all three. I'll send on the Logistics officer who oversees their group shortly." The captain says.
Moments later an elderly man comes in and in introduces himself. "I'm Major Swaltre. What's all this then about my men in custody? Captain didn't say much about it saying you were runnign this." he seems like he's on the tail end of a long life. His hair is wispy and a few teeth are missing. He can't stand up as a straight as you'd expect of a military man.
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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Mon Feb 06, 2017 5:25 pm

@The captain, quietly: "Honestly, Captain- I agree with you. That's why I'm trying to be as circumspect as possible. If this turns out to be just someone misplaced the containers, I'll buy everyone an ale and apologize. But since we're dealing with something that could literally derail our efforts to lift the siege, I want to be as careful as possible."

@The Major "Major, thank you for coming so quickly. We have a bit of a situation. Some of the components we're using for our project- which cannot be reproduced or fabricated and are absolutely necessary- have gone missing. It's possible they were merely misplaced, but we simply do not know yet. The three persons who were known to have access to the components and were known to be present when they were last accounted for have been sequestered.

I truly don't like to use the term 'custody', but it was important that they be separated briefly because if this is a case of... "
Trinal looks around to make sure we're out of earshot "sabotage, then it's critical to make sure that no one has an opportunity to do further damage.

If it's not, as I told the Captain, I'll buy drinks for everyone and render an abject apology. Given how serious our project is, though... I'm sure you understand.

Now, I'm hoping you can tell me about these three men, Major. Before we ask them any questions, I wanted to get some insight into their background and personality.

Are you willing to help with that?"


Let me know if you need any rolls, etc.
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 06, 2017 6:07 pm

@Trinal "Ah...I see. Well let's go discuss more in private." He leads yu to a back office. The room is crammed with ledgers and books and the furtniture is slightly too large for the space. You sit in a chair and he takes one behind teh desk and pulls out a book and flips a few pages. "Now why don't you tell me which of my men are being looked at." He says flipping through what looks like personel records of some sort.
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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Mon Feb 06, 2017 6:09 pm

"The three men in question are Ashorkal, Ocruna 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 » Mon Feb 06, 2017 6:27 pm

Jimer Lins wrote:
Mon Feb 06, 2017 6:09 pm
"The three men in question are Ashorkal, Ocruna and Theos."
He scrolls through the pages. "Ocruna it seems is quiet, reserved. Doesn't like to drink, preferring instead to spend timein the temple of Kord praying. Um Theos it says here is more affiable, a bit careless at times in his discipline and was transferred to logistics from rampart duty due to insubornination. This is his punishment posting it seems, should be eligible for transfer back in a few months. And Ashorkal is the youngest. Didn't get his posting in Archery due to poor test results in the trials. Seems good natured." He looks up and leans back in his chair. "The thing you need to understand is that if you end up in this division either you are old, " he gestures at himself,"being disciplined for something like Theos, didn't quite make the cut like Ashorkal, or have some lingering questions about your drive like Orcuna. I tend to be fair to my soldiers because I know this isn't a glory posting. The young have visions of being the hero, and the guy who makes sure that the breadline is well stocked doesn't get songs about him in the tavern I'm afraid." He puts his hand on his chin in a contemplative manner. "So where would you like to start? And of what use would you like me to be?"
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Re: LPDnD: You'll Never Walk Alone

Post by Jimer Lins » Mon Feb 06, 2017 7:07 pm

"I think it would be best if I ask them some questions separately, and try to determine what they say happened and when. Maybe we'll find that one of them simply misplaced the materials- or we'll catch one of them dissembling. Would you like to be present while we talk, or do you think it'd be better to stay out of their sight for the moment, so they're perhaps less wary?"
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 06, 2017 10:11 pm

Jimer Lins wrote:
Mon Feb 06, 2017 7:07 pm
"I think it would be best if I ask them some questions separately, and try to determine what they say happened and when. Maybe we'll find that one of them simply misplaced the materials- or we'll catch one of them dissembling. Would you like to be present while we talk, or do you think it'd be better to stay out of their sight for the moment, so they're perhaps less wary?"
"I'll come along. You're still an outsider to them I'd guess. And rumors about the company you keep may make them less likely ot be honest and forthcoming. I can be reassurance and a reminder of the chain of command." He says standing up.
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Tue Feb 07, 2017 1:32 am

Blackferne wrote:
Mon Feb 06, 2017 4:56 pm
@Tony and Syric

You suit up in teh armor disguise and head back through the tunnel you came. The Colonel reminds you of the password one more time before the portcullis rise and lower in sequence to let you out. The dark winding tunnel eventually empties you out into the snow covered hillside you were on prviously. The road you previously were on is to the south and the enemy encampment is further siouth and to the east (SSE) from your current directions. The north and North and northwest are just mountainrange and NE is where the citadel ramparts begin by jutting out out of a cliff face.
We will head out following the plan discussed previously. We'll head out and head south about 5 miles, then go east to come into the camp in a less fortified areas on the far side from the Citidel. We want to avoid detection until we reach the camp though so if we encounter any patrols on the way we will do our best to avoid them.
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 » 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)
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Re: LPDnD: You'll Never Walk Alone

Post by Furiel » Tue Feb 07, 2017 4:29 pm

Why did we arrive so late? You said it was a 4 hour round trip in the previous thread and we were planning on leaving like an hour before sunset? Shouldn't we have a little more time time til dawn?
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 » Tue Feb 07, 2017 4:31 pm

Furiel wrote:
Tue Feb 07, 2017 4:29 pm
Why did we arrive so late? You said it was a 4 hour round trip in the previous thread and we were planning on leaving like an hour before sunset? Shouldn't we have a little more time time til dawn?
Avoidance of patrols.
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Re: LPDnD: You'll Never Walk Alone

Post by Whiteness » Tue Feb 07, 2017 5:49 pm

Perception
Roll(1d20)+5:
14,+5
Total:19
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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