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Topic: Weird War II Q n A Subject: Duskish
Yes it is dusk. You have about an hour of partial light before night falls. However there will be a full moon tonight.
Don't come out tonight, it is bound to take your life, there's a bad moon on the rising.
Posted on 2015-04-25 at 06:23:53.
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Topic: The Gobber King- QnA Subject: Characters
The characters have been mostly updated. I have PM'ed some of you with clarification questions.
Posted on 2015-04-22 at 12:20:28.
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Topic: Gobber Characters Subject: Bou The Pick Thief (needs update)
Kidalbou Shaharion Gelion Duilwen Halbarad Greenpath the Tower-Scaler (Keey-dall - boo) "Bou" or "Boo" for short
PLAYER: Nomad D2
RACE: Cidal (Shadelin/Pick)
GENDER: Male
CLASS: Rogue
AGE: 160
HAIR: Light Brown
EYES: Blue
HEIGHT: 3'9"
WEIGHT: 100
LEVEL: 3rd
ALIGNMENT: Chaotic Good
STR: 13 Weight 45, Doors 7, BBLG: 4%
DEX:18 Reaction +2, Missile +2, Defense -4
CON: 16 +2 HP, 95% shock, 96% survival
INT:17 6 languages
WIS: 10
CHA; 16 +5 reaction adjustment
COMBAT
HIT POINTS: 24
ARMOR CLASS: 4 (0 against Large creatures)
WEAPON PROFICIENCIES
Short Sword
Sling
Dagger
NON-WEAPON PROFICIENCIES (5 Total)
Cooking, Appraising, Survival, Fire-building and Ancient History
LANGUAGES
Common, Cidal, Sylvari, Khordish
RACIAL ABILITIES
Small: -4 to AC against bigger than man size
• +15% bonus on detect noise
• +1 with thrown or sling weapons
• +1 to all saves
• plus an additional +2 to saves vs. fear
• Enduring Constitution: Cids can go to (minus) 10 + their constitution bonus in rounds at negative hit point before dying.
+10% on open locks, find and remove traps and pick pockets
• Find secret doors on 1-2 d6
• Additional +1 to saves breath weapons, spells, rods, staves, and wands
• Additional +3 to saves vs. fear
CLASS ABILITIES
Pick Pockets: 40%
Open Locks: 80%
Find/Remove Traps: 70%
Move Silently: 25%
Hide in Shadows: 30%
Detect Noise: 30%
Climb Walls: 85%
Read Languages 0%
WEAPONS
Short sword, 2 daggers, sling and 20 bullets
ITEMS WORN
General adventuring clothes - breeches, tunic, good boots, warm overshirt, thick cloak, hat,
gloves
Silver medallion worn around neck - shaped in the symbol of his Ham - Tottenham. It is a great oak tree (Picks) with a burrow at the base (Stumps) surrounded by stars (the religion of the Loaven), all within a great circle representing the world. It is worth about 10 gp because of the quality of the craftsmanship, but it worth much more to Bou, who finds that the medallion grounds him by reminding him of home.
Backpack
Thieves Tools
Leather armour
ANIMAL
Pony
BACK HISTORY
Bou may be a rogue, but there is nothing evil in his personality. His personality is classic Pick. He is simply extremely curious about everything. He wants to know what is behind doors, inside buildings, in chests and cupboards, up-stairs, down-stairs, around corners, in the dungeon, up the towers, over the hill, under the hill, at the top of the tree, beyond the gate and anywhere else he can see or imagine. He also wants to know how things work. He doesn't steal. He just looks at things. And he almost always remembers to put stuff back. He knows he isn't big and strong, nor inclined to study spells, so utilizing his quickness and wits seemed to be the best choice for an exciting life. But while he wants excitement and to see the world (All of it!) he also has a deep need to do something worthwhile. Something good. The names he chose aren't just Cidals who adventured, they are Cidals that did something worthwhile. They saved their Ham, turned back an invasion of zombies, fought off goblins, scoured a lich's lair, etc. Bou believes deeply in taking care of his Ham, but he also views all of the good folks of the world as part of his Ham.
The names are all connected to ancestors who went out and saw the world (adventurers) that Bou respected. Thus on his naming day he choose a collection of names - not unheard of among Picks, but not common either. He occasionally adds additional "unofficial" names to the collection to commemorate significant events in his life. Everyone in his Ham was very happy when he made it clear that despite the long official name, "Bou" was the name he wished to go by on an everyday basis. It is also the only name that belongs to no one else.
Posted on 2015-04-22 at 12:15:43.
Edited on 2015-04-23 at 11:45:46 by Alacrity
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Topic: Gobber Characters Subject: The Barbarian
Posted on 2015-04-22 at 12:12:45.
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Topic: Gobber Characters Subject: The Fighter Thief
Posted on 2015-04-22 at 12:11:35.
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Topic: CWWLLO QnA Subject: light
As to Ody question, your light source is the glow of the burning ratmen behind you.
Seriously, for a high level party, I assume someone has a continual light on a stick or a lantern by now. I have described the 60 feet of the corridor that would be covered by that or infravision/dark vision.
Posted on 2015-04-20 at 07:43:38.
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Topic: The Gobber King- QnA Subject: Me and you and a Pick named Boo
thank you Nomad. I will update characters this week
Posted on 2015-04-19 at 20:04:02.
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Topic: The Gobber King- QnA Subject: meet and greet
At the start of the adventure, the three remaining members of the last party will have met the other three party members in passing over the past few weeks. You are all staying at the same Inn, you were all looking for work and you all were accepted the the Fruit and Veggie merchants. You are not brother in arms as of yet but you have talked enough to get a feel for each other's fighting style and expertise.
Posted on 2015-04-19 at 15:36:39.
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Topic: The Gobber King- QnA Subject: working
I will start updating the characters in the character thread when I have a moment
Posted on 2015-04-19 at 08:53:34.
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Topic: CWWLLO QnA Subject: Tiamat5774
I have added you to the player list
Posted on 2015-04-18 at 12:55:31.
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Topic: The Gobber King Subject: starting up again
With winter ending, and the funds of the wizard running out, it is time to look for employment and adventure. There is a trade route between Portua and Sundel that passes through the Railir Peaks. Due to the mountain terrain and the rugged wasteland of this stretch of land, many creatures and monsters call it home as well as a few less savoury human folks as well. Mostly, it is home to many "Gobbers" as the locals call them, humanoid creatures that are kin to the goblins of old. So caravans passing through the peaks are always looking for sellswords to guard them on the route.
It is not as perilous of a task as it once was - years ago the pass was a deadtrap and the politics of Pardinal prevented the resolution of who was in charge of the pass. But the land is equally under the protection of the Major of Portua and the Governor of Sundel. To keep things equal and fair, the garrison of men who patrol the pass and keep the monsters down is under the command of a King's Rider named Darrin Wyll. In fact, last year Darrin and his men had to fight a resurgence of Gobbers attacking caravans, found a large lair of them and killed them all, bring back the head of the Gobber King for all to see.
But even the King's rider and his men cannot be everywhere so caravans hire men for protection and the losses are kept to a minimum. So it was that you were hired by a group of merchants looking to move their goods to Sundel - four wagons of root vegetables and apples. hey it was work and after a few months stuck in the inn, you were glad to be on the road again.
Posted on 2015-04-18 at 12:51:44.
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Topic: CWWLLO QnA Subject: bada
Make way for the OVERTHINKER!!!!
What if the traps have traps that are trapped???
Posted on 2015-04-17 at 11:30:22.
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Topic: CWWLLO QnA Subject: you have time
I just posted the update so you have at least a week.
Posted on 2015-04-17 at 10:30:47.
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Topic: Newish Game (2e D&D) Subject: okay
I am ready if people have characters to send me or if they want to change the ones I sent them.
I will post a starter to the new campaign this weekend.
Posted on 2015-04-17 at 10:00:35.
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Topic: CWWLLO QnA Subject: Entrance
A = Skeletons in Ice (these are human size so you can slip by them if they are next to a pit
X = open pit traps
C = the broken door
Posted on 2015-04-17 at 09:56:52.
Edited on 2015-04-17 at 09:57:47 by Alacrity
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Topic: Continuing Where We Last Left Off Again Subject: continue
The last of the wererats dies on the end of Arien's sword. Although a tiring battle, the opponent was not up to the level of skill and prowess that the party had available. There was no satisfaction to this victory - it had been a slaughter.
There is nothing in the way of possessions on the dead and the cavern reeks now of burned flesh and rat dung. Time to move on.
Three entrances to a tomb. The bard remembers from the tales that the middle one was the one to the actual tomb before, where the other two were traps. Looking down the corridors, the two side entrances end shortly after 20-30 feet with stone walls and debris.
The corridor is long and the floor is pocketed with open pits, traps long ago sprung on invading robbers. The frescos on the walls are faded and almost indecipherable. There is a faded red pathway draw on the floor but like the frescos, it is barely there. About 40-50 feet down, on the west (right), is an opening where a (presumed) secret door once stood, now long gone.
The hallway is very cold and you can see down pass the former secret door there are skeletons of "men" seemingly frozen in chunks of ice. The skeleton bear no weapons or armour, they are just frozen there.
For all appearances, it looks like no one has been here for years.
Map coming
Posted on 2015-04-17 at 09:39:04.
Edited on 2015-04-17 at 09:58:12 by Alacrity
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Topic: Weird War II Q n A Subject: Hello??
I am back and ready to go but only have one post.
Ody - do you want the luck roll or not?
Posted on 2015-04-17 at 09:21:17.
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Topic: The Gobber King- QnA Subject: ahh
Do you advise I change it back?
Posted on 2015-04-16 at 11:32:19.
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Topic: The Gobber King- QnA Subject: Sorry
I thought the name change would still pop up as an auto update
Posted on 2015-04-16 at 09:26:44.
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Topic: The Gobber King- QnA Subject: the loot
Loot From Putman:
The Sword of Night - Blade looks like the night sky. The sword is +1 to hit and damage in the day or underground, but under the night sky the sword is +2 to hit and damage and gives ultravision to the wielder up to 60 feet. (Crow)
The Metamorph - A silver ball that can morph into any hand held weapon of a long sword size or smaller. The MM cannot be used as a missile weapon as it turns to a liquid metal ball if released. All weapons formed are +1 in nature. (Wembley)
The Boomstick - A Wand of Wonder with a big button to activate (see Alacrity's magic items). 19 charges left and the red end the point to aim. (Dudley)
The Staff - So far the staff give +2 protection," Feather Fall" permanent and is a +2 weapon. At the point of the game start, Alondas has not figured out any command words (Alondas)
Double Crossbow+2, Mageslayer. A single use item as it is not made to be reloaded. The quarrels are loaded with a poison that neutralizes a mage's ability to draw mana. The magic is very dark and is probably quite evil.
Two potions of healing
A crystal necklace that if broken will teleport you to the lair of the evil archlich that rules Sendaria.
A silver Pitcher that if you say "Mead" fills with a high quality Mead. Works three times a day.
A small Brazier that is enchanted to burn without fuel (Command: fire/extinguish) and will follow you like a dog if you say "here boy" (cannot be over 20 feet away, walks with iron legs and not fast)
Note - I will allow Dudley to trade the Wand of Wonder for the Metamorph if you'd like. A wand of Wonder sounds fun but it can very easily kill the party in the wrong situation.
Posted on 2015-04-15 at 11:29:23.
Edited on 2015-04-15 at 11:30:30 by Alacrity
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Topic: Newish Game (2e D&D) Subject: hello
Posted to the game and finished off the last game with a narrative
Changed the name of the Adventure to "The Gobber King" Gobber is a slang name in Pardinal for any creature with goblinoid heritage.
Tann- Ranger (Syl)*
Ody - Cleric (Cidal)*
Keeper - Fighter/thief (1/2 Syl)
Nomad - Thief (Cidal)
Leviathan - Mage (Syl)*
Chessic - Fighter (Chindarian/Barbarian)
* Original character from party
Posted on 2015-04-15 at 11:06:50.
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Topic: The Gobber King- QnA Subject: Done
Posted the ending to Putnam.
Posted on 2015-04-15 at 11:03:03.
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Topic: The Gobber King Subject: and here we go - summed up
After defeating the Iron Men in the trophy room, the party continued upwards to the portal in the roof that took them to the second floor and through a portal on the floor of a grotto made of crystal. In this room you found the usual four portals in the direction of the compass and a strange wooden door that you could not open with might or magic. The wood door had no lock to pick, no handle to open but had a symbol of a bird's wing engraved deep in the centre. The door was also warm to the touch and seems to have a slight vibration to it.
Crow found signs in the dirt of the floor and the walls that someone had been through this room and recently. The Syl Ranger was pretty sure it was another group of warriors similar to your party, 6 in number with one of them being very large.
From the Grotto you moved to the Golem Lab where the mage created the metal men and the wooden servant creations. There you had hoped to move to Putnam's personal chambers but something strange happened, the portals started to flicker and disappear for a moment and then reappear.
You were forced to move to the Library where you met up with an old wizard like character who ordered you to leave the premise immediately. After several attempts to engage him in a conversation or even get directions as two how to leave, the old man began attacking you - with fire spells! The library lit up like a torch from his reckless actions and after several attempts to subdue him, you realized that the wizard was just another re-creation although much closer to real life than the others you had seen. Forced to flee because of the fire, you are saddened by the loss of knowledge and (priceless) books from this destructive simulacrum.
You moved to The Garden room which was set up with magical light from the ceiling and a huge domed ceiling. In the centre of the room was a fountain of water which healed wounds and refreshed fatigue as you drank. The garden was beautiful, full of flowers and herbs that filled the air with wonderful scents.
There were five large trees in the garden, and one drew Dudley to it on a spiritual level (as if it was calling him). As the Cidal approached the tree, he realized that looking at it from a certain angle; the tree looked like a winged person. When he touched the tree, something called out to him.
And all hell broke loose. The garden turned dark and evil in an instant. The roses attacked to draw and drink blood, the flowers reached up and bound limbs and the four other trees attacked with branches. Spores filled the air, clogging your noses and breathing and if it wasn't for the fountain of healing, you would have died a quick death. After some exaggerated gardening, Dudley was able to touch the one tree and immerse his soul with the spirit in the tree. Turns out, Putnam had attracted the attention of a Celestial who tried to dispatched the Evil Mage but was unfortunately captured. The angelic creature was used as a magical "power source" for this fantastic lair and all its magic, but the Planetar was dying now, and losing its energy. This is why the portals were failing and soon this whole place would collapse. The Celestial gave Dudley a wooden emblem of a wing to use on the door in the grotto. The grotto was the last place that he felt Putman's presence but he suspects that the Mage was attempting to transform into a Lich. If that was true, he had to be destroyed before the change was complete and before the angel died.
Looking at the map you determined that the fastest route was to the Enchantment lab and then to the grotto. Taking that path worked as the portal held firm for you but when you entered the Grotto, you were beset upon by the party of adventurers that were here before. There was a mighty battle between the two groups but all of you proved victorious and their large half-ogre warrior was rendered useless by his allergies to cats (Ivan).
Using the wooden symbol, you entered the grotto hidden room not knowing what you would face. There you found the body of an old mage next to a "lake" within the cave. Next to the dead mage was a dark potion that swirled and oozed with power and corruption. Upon examining the body, you find no wounds or signs of attack. In the end you surmise that he died of natural causes before he could drink the potion that would change him to a lich.
The cave began to shake and the crystal of the cave started to crack, the angel was no longer able to cling to life. You looked for a portal or a door but found nothing. Just as you were about to despair, Dudley decide to dive into the lake, here he found a portal holding strong at the bottom of the lake. You all swam to the portal, even Ivan after much debate. Alondas grabbed the old wizard's staff before he left, hoping it would have potent magic to it.
Through the portal you found yourself in dark room with no more portals and only one door. You exited through the door to find yourself in the city of Portua, at the Red Dog Inn. Patrons and owners were not as surprised by your entrance as you expected. You entered through what they called "The Wizard closet" and they had been serving a man through that door for years. They had a standing order to serve anyone who came through that door and the wizard had hefty deposit they drew from to cover expenses. How could they help you?
Ivan did not appear with you at the inn. You had no idea of his fate but you hoped he found his way home again.
Winter was setting in and there would be little adventuring to be had for the next few months. Putnam left you a legacy that would cover your expenses for staying a the Inn that time plus enough to re-equip yourselves for the coming spring. Gamard, Mal, and Wembley decide to move on after the winter and you meet a few other adventurers as they came to Portua as well.
Posted on 2015-04-15 at 11:01:22.
Edited on 2015-04-15 at 11:02:26 by Alacrity
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Topic: Newish Game (2e D&D) Subject: yes
That is why I suggested a warrior to Chessic
Posted on 2015-04-13 at 07:48:22.
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Topic: Newish Game (2e D&D) Subject: and here
As I see it and as long as no one has vanished waiting on me.
Tann- Ranger (Syl)*
Ody - Cleric (Cidal)*
Keeper - Fighter/thief (1/2 Syl)
Nomad - Thief (Cidal)
Leviathan - Mage (Syl)*
Ches - ? (I suggested warrior)
* Original character from party
Posted on 2015-04-12 at 10:59:58.
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