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Post by kaptaincarbon on Dec 27, 2016 21:47:17 GMT -5
Welcome to Adventure! This is the introductory post for the Swords and Wizardry Adventure taken on by 7 or 8 brave treasure seekers through a dungeon that holds mystery and wonder. This will be a play by post which will be explained in this introductory packet. Posting
A new post will be made everyday at around 6-10 AM EST resolving any action from the previous day. I am usually pretty good at doing internet things everyday so this should not be that big of a deal. Every time I post that will be a "Turn" for any record keeping on torch light and wandering monster checks. Any sort of mechanic questions or discussion about the game can be held in the other sign up thread just in case there needs to be something resolved. Each time your character wants to do something or act, please post your characters name so I can reference my sheet. So "Jurlis Ek swings an axe" is better than "I swing my axe and die." Please post all of your things you want to do rather than 3 or four down the line. Going over to a rock and picking it up and juggling it doesn't require me to tell you that is okay. Going over and reading a book for clues will require you to wait for a response. So climbing up a rock positioning yourself for a better view and even picking up a big rock to throw at anyone coming through the door can be done in one post. Attacking a goblin and then tying it up after you hit it with your rope will require a few posts. If a monster appears, I will roll initiative and make the monsters act first if they win and wait if the group goes first. If your character is attacking or shooting a missile, roll a d20 to hit as well as your damage dice in the same post to keep things succinct. Even if it is a 1 on attack and a 6 on damage it sure beats having to wait another day to see what damage it does. In the exploration phrase or anytime decisions need to be made, we will go with the majority wins. If 5 of 8 players wants to go left by the time I am posting, then the party goes left. It is highly encouraged you do not split the party as you will most likely die for the love of christ why are you going off alone...he is dead. Also you can not attack another player and steal his gold. What are you? Crazy? The monsters will do that to you. Death and Rest
Death is going to happen in this rough and tumble dungeon. Fortunately for you, your group has a bunch of stragglers in the back that just havent found their courage yet. It is a handful of adventures that are just looking for the right moment to jump in and show their courage. Maybe seeing their favorite adventurer fall through a trap or get squashed by a big wall. All they have to do is roll stats in the other thread and they will be called to action. Any fallen comrade can be looted of their materials by the survivors as long as you all keep track of what stuff you get. If things become too hectic in the dungeon, it is always advised to go sleep somewhere, whether it is outside or in some safe room. Any magic users with spells (none yet) will regain those spells and more importantly you get your hit points back. Trips back to town to load up on gear, supplies, and retainers to be fodder for traps is also encouraged. XP/Leveling You gain XP for monsters defeated plus treasure looted. XP and loot go to active players as the ghost players who havent posted in awhile didn't want to get into the fight and thus do not get to share in the treasure and XP. Whatever way the group decides is the best way to divide treasure, (even or piecemeal) that is fine with me. I am running an adventure that is a little bit more generous for monsters killed as oppose to old school adventures but that does not mean they are easy. It is recommended that you do not do any brave heroics with 3HP. Marching Order
When going through the dungeon give me who is in front, who is in the middle and who is in the back. Tell me who is lighting a torch and I will keep track of light. If a monster attacks you tell me if you are staying away to do missiles or going up front to attack. A monster will logically attack the things in front of them but if you all are being fucking cowards and hiding behind rocks, they are going to go searching. Cowards.
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Post by kaptaincarbon on Dec 27, 2016 22:02:50 GMT -5
In search of wealth and adventure, your party has traveled to Morgansfort, a lonely stronghold on the fringe of civilization. You spend a few days there, replenishing supplies, mending equipment and seeking rumors of treasure. One evening at the Toothless Dragon Tavern, a one-eyed farmer named Bart tells you of the Old Island Fortress. It was built in ancient times by a people long forgotten, and it now lies in ruins. It is said to be home to both fearsome monsters and fabulous treasure. He even tells you a few more rumors if your ale addled mind can piece them together if you care to remember.
You set out the next day. After a short journey south on the Old Road, you find the Fortress. It lies on a small island, a few hundred yards off the coast. Fortunately there are a number of old boats on the shore. You quickly cross the water and begin exploring the ruins, where you find a stairway leading down into inky blackness your spines tingling at the thought of the riches, and the dangers, that lie ahead. This first room appears to be empty. The floor shows signs of substantial traffic between the stairs and the western hallway. It is dark and there is a sense of adventure lying just beyond the veil of darkness.
One of you should light a torch.
((I will post again on Thursday Morning 6-10AM EST. You can use this time to not only tell me what your party wants to do but also maybe give a little bit of a backstory to who you are and how you got here. Old D&D was less about character roleplay but hell, I like it and its fun. Maybe your character will live through this experience and become a great adventurer and not end up among the many corpses in some dark dungeon))
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Post by dungeonsnake on Dec 28, 2016 0:27:39 GMT -5
a sour-looking and grizzled man. A squashed and purplish nose hangs over a slack, gap-toothed mouth that reeks of onion. He wears ill-fitting, ill-maintained armor cobbled from many foreign fields and it droops over his gaunt frame. Ypres Zo is the sole survivor of a disreputable band of sellswords brought low by a bout of dysenteric flux. His own innate wiry grit saved him, but Ypres Zo now seeks new allies and opportunities. Ypres Zo is a dullard and an unpleasant conversationalist. He affects a fawning air around those he perceives as superiors, and is easily persuaded to any course of action. However, he has not survived this long by being incautious. He possesses a certain inborn low cunning and will not expose himself to danger without reason. Hoping to ingratiate himself to his newfound companions, who are clearly mentally and physically superior in nearly every regard, he strikes one of his torches. "See, masters? Ypres Zo lights the way!" He offers an obsequious grin with a mouth full of rotten teeth. With loaded crossbow in his other hand, he thrusts the torch through the entryway and waves it around a little, trying to illuminate something of the chamber and perhaps the way beyond. MARCHING ORDERS Ypres Zo will not advance yet; he will wait for someone more bold to show their mettle. He will try to stay in the middle of the pack & use his crossbow should a fight occur. [[question: it seems silly that Ypres carries both a staff and a 10-ft pole. Can those items simply be combined, and it be said that Ypres simply carries a long staff?]] [[Also, any musical suggestions for this portion of the adventure, O Dungeon Master? ]]
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Post by Verminaard on Dec 28, 2016 8:05:03 GMT -5
Following Ypres comes Calahas, cautiously making his way down the stairwell with his bow at the ready. It is immediately obvious that Calahas is not a front line fighter -- his leather armor and choice of weaponry, both bow and shortsword, make this readily apparent. His face is barely visible from within the shadows of his hood, but the companions know from prior experience that Calahas is a bald headed man in his late 20's with gaunt facial features, a number of scars across his scalp, and a hint of a stubble on his chin. He has come to this dungeon as an expert in tricks and traps -- or so he hopes. After breaking and entering into merchant houses and stealing their gold began to grow stale, he now seeks to test his skill as an adventurer, but has no aspirations to heroics of any nature.
Seeing that the room seems relatively empty in the light from Ypres' torch, he slings his shortbow over his shoulder and removes the 10 foot pole that he has attached to his backpack. He glances at the unsavory man holding the torch aloft. "Yes, thank you, Ypres. Hold still for a moment." While others certainly look at Ypres with disgust -- as does Calahas, to some extent -- he is also all too familiar with working with the dregs of society.
He points a gloved finger to the tracks in the dust.
"See that? Something's been through here recently. I doubt we're alone -- be on your guard." He remains standing in the stairwell, next to Ypres, pole in hand, waiting for the rest of his companions. While waiting, Calahas scans the room and the tracks on the floor from his vantage point by Ypres, making sure to check the ceiling and attempting to get an idea as to what type of tracks are on the floor.
---------------------------------------------------------------------------------------------------------------------------------------- ACTIONS THIS TURN: - Calahas is doing a cursory scan of the room from the stairwell (NOT moving into the room yet), placing focus on the ceiling and then on the tracks on the floor. In particular, he's attempting to see if he can piece together what type of tracks these are -- are they individual footprints, or a vague path through the dust? If footprints, are they humanoid?
---------------------------------------------------------------------------------------------------------------------------------------- MARCHING ORDER: - Calahas is no front line fighter, and as such will always stay where he feels protected, near the middle of the party, so as to keep both of his flanks covered by more capable warriors and to be able to drop back and shoot at any enemies with his bow at a moment's notice.
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Post by andrewwerdna on Dec 28, 2016 9:11:50 GMT -5
After a complex and tense game of elf-cards with one of his old acquaintances, Jurlis finds himself down to his last few gold. Feeling desperate, jobless and destitute in a foreign land, Jurlis quietly tags along with the next adventuring group he sees passing through. As he walks alongside these serious-looking adventurers he glances sheepishly at his own meager equipment.
Actions:
Silently vows to buy a ranged weapon the next chance he gets. (No action)
Marching Order:
Jurlis will march on the front lines, but attempting to always have at least one person between him and the first monster, until he's hurt or someone tells him to do otherwise.
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Post by maximus on Dec 28, 2016 11:07:49 GMT -5
((I'm a little busy of late, so I'm going to drop in later in the game. Until then, I'll just lurk.))
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Post by azullimao on Dec 28, 2016 13:38:19 GMT -5
Dockzer is a experienced fighter and magic-learned Elf that was sent from his home in the woods to report the state of things in the world to his peers. In the midst of his journey, carefully listening to other people's lore in the tavern, gathering more information of the outside world while he meditates with his closed eyes he is stricken with a curiosity regarding the horrors and treasures that would await him in that dungeon. He then expresses some enthusiasm for this mission, albeit in a foreign, fair and non-human way, as Elves always do. Upon entering the dungeon he is just behind with Jurlis Ek, though he is better nourished and equipped for battle than his newfound companion of the same kin.
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Post by sonofblashyrkh on Dec 29, 2016 0:12:45 GMT -5
Dwarves also have dark vision 60ft.
Nadre, being an experienced and well learned guardsman, boldly passes the other adventurers, graciously willing to take point. Before entering the room he checks for traps and examines the structure of the room. His longsword is drawn and ready.
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Post by kaptaincarbon on Dec 29, 2016 8:33:35 GMT -5
The group of adventures descend into the darkness with their poles and swords ready at their side. Ypres Zo lights a torch and the crackling sounds of flame fill the small room. Calahas looks down at the tracks and everywhere and tries to ascertain more about these tracks. The majority of them seem to be wolf tracks going off into the western hallways. Nadre the Black's dungeon eyes is able to see in all directions and notices the western hallway to be long while the eastern hallway ends 30 feet at a door. The southern hallway cuts abruptly to the west after 40 or so feet. Nadre the Black also notices the wolf tracks end about 30 feet in the western hallway and then cuts to the south intersection. Nadre the Black is also careful to note that this first room has no traps he can see. Dockzer, the brave and brawny waits in the back of the active dungeon delvers just peering around at everything which is funny since he is 8 feet tall. Jurlis Ek quite smaller and ill equipped bravely peers around the dungeon entrance. The air is cold and old with a melange of decay and mold which fills your nostrils. Even though the room is quiet, the distant sound of lapping waves which crash upon the deserted island fills the room as a distant memory of the world outside. Torchlight: 5 more Turns (Jurlis Ek)
Calahas, Nadre the Black, Dockzer, Ypres Zo, & Jurlis Ek as active participants with the rest of the group huddling together in the stairwell waiting for things to look clear.
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Post by andrewwerdna on Dec 29, 2016 9:49:01 GMT -5
Jurlis Ek: "I vote we go West. We're bound to encounter those wolves sooner or later, better we confront them on our own terms rather than have them sneak up on us."
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Post by Verminaard on Dec 29, 2016 10:34:46 GMT -5
Calahas nods at Jurlis. "I agree that we should more likely than not figure out where these wolves are, but keep this in mind." He cautiously enters the room and points down the southern hallway. "That hallway goes south and then cuts to the west --" He then points down the western hallway. " -- and it appears that the wolf tracks go down this hallway, to the west, and then head south. I'd hazard a guess and say that both of these hallways may lead to the same area. Moreover, I feel more comfortable heading down the southern hallway first. We'll more than likely be going to the same place, have our backs to a door, and if that door opens, we should be able to notice before something gets the drop on us." He pauses. "I just wonder what in the abyss wolves are doing down here -- they must be drawn here for some reason. Be on your guard."
----------------------------------------------------------------------------------------------------- ACTIONS If the rest of the party is in agreement, Calahas will begin heading down the southern hallway in his preferred marching order, carefully prodding the floor and the ceiling with his pole. At the end of the hallway, he will then examine the door to the east, pausing to listen as well, and if everything seems secure, will finally light his bullseye lantern (a bullseye lantern being a more directed source of light than a torch) and shine it down the western hallway, peering out from around the corner.
If the rest of the party is not in agreement, he will merely follow and take up pole prodding duty.
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Post by dungeonsnake on Dec 29, 2016 11:05:33 GMT -5
Ypres Zo is an idiot, and looks back and forth between the Thief and the Elf with a look of slack-jawed incomprehension. He follows whatever Callahas wants to do, since he seems to have some kind of a plan. If anybody is willing to take point, Ypres Zo will follow second-in-line with torch & crossbow, scurrying behind them like an ugly shadow.
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Post by azullimao on Dec 29, 2016 11:22:08 GMT -5
Dockzer agrees with Calahas as the western hallway may have wolves hidden in a corner, which isn't pleasurable, even for his middle-ranged spear. He then with a serious face points south with his sword before putting it back to its sheath, wanting to be second in line.
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Post by sonofblashyrkh on Dec 29, 2016 13:46:32 GMT -5
Nadre agrees to follow Calahas as the south seems the most sensible option. He allows Dockzer to go ahead of him to second in line as he recognizes the elf's strength.
To Ypres, "I admire your willingness to follow Calahas and push forward but maybe you should let Dockzer guard the front as he is more able-bodied. Your crossbow will do well in the middle of our band as long as your aim is true. I will guard our rear."
Nadre moves to last in line prepared to keep an eye on the west and east passages as they move towards the south. His sword is still drawn.
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Post by dungeonsnake on Dec 29, 2016 14:51:48 GMT -5
Ypres nods dumbly and eagerly scuttles into position, almost hidden behind Dockzer's massive, brawny back. He is already in awe of Dockzer, and his only wish is to follow his every move in the hopes of somehow becoming more appealing and competent by association.
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