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You are here: Home --> Forum Home --> Recent posts by Steelight
Topic: Winds and Sand Q&A
Subject: It is possible


Currently they are attached to the upper landing, but it would only take a small amount of work (particularly for metal-savvy dwarves) to undo the fastenings and enable them to be pulled up or moved.

Posted on 2010-10-30 at 14:50:36.

Topic: Orion Group take 2: QA
Subject: Still here


I just wanted to let my fellow players know that I am still here and in game. I have, as I mentioned previously I believe, been playing in PMs with Shield Wolf, since the rest of the party is unaware of my location or actions.

Just wanted to let you all know I am still there.

Posted on 2010-10-28 at 22:36:00.

Topic: The Search for Tomorrow
Subject: The Daring Rogue


"... So I was making my way through the house of the Knight, as quiet as a mouse and... oh what do we have here? More newcomers..."

Koriss had been in camp for several weeks now, after fleeing for his life from a nearby city. Apparently the Templars didn't take kindly to theives in their own homes. With his small frame he wasn't much good at manual labor. But he could weave a heck of a tale. In the past weeks he could be found recounting one of his adventures or tales to a group f fellow refugees more often than not. Who knew if they were true or not, but they were at least entertaining. More than once he had his audience rolling on the ground in much needed laughter. He seemed to be a light-hearted little guy for the most part, however... when not in public, the dark melancholy within him surfaces.

He was a street thief once, profiting off of the rich and living life on the edge of adventure. Stealing was always an adventure, as was the escape afterwards. But here, the adventure was survival. There was less thrill day-to-day than on the streets. Less life flowing through his veins. He did his best to maintain an up beat demeanor and truly enjoyed telling his tales, but if he stayed couped up in this camp for too much longer, he would waste away. He was sure of it.

"Well, time to go greet our new friends."

Ignoring the grunts from his audience he hopped up and pranced out of the group towards the newcomers. It seemed Jauris was already at work getting them all set up in what would be their new home. Perhaps he could be of help. He made sure to keep a smile on his face, even as he approached the downtrodden looking refugees.

"Welcome to Scarwood! I see you haven't brought much with you. That's alright, we'll get you taken care of. Just set what little you have right there by the fire. One of these guys will help you get some food in your stomach."

He walked over to the nearest fire pit, glancing around at the refugees that were already sitting. "Hey guys. We got room here for a few more?"


Posted on 2010-10-28 at 16:18:29.

Topic: Realms of Twilight Demo Q&A
Subject: Roll Call


I'd just like to point out that you can get a general idea of characters from the Characters thread. The personalities and such will likely be developed as the game goes on... but the game can only go on if people actually post.

Posted on 2010-10-28 at 15:32:09.

Topic: Mercenary Vessel Solstice
Subject: Attempt to rekindle...


What an odd conversation... Oh well. Not that I'm done with her I should probably go greet my new crew. Though from the monitor, it seems as if only a few of them have made it so far. Hmm... the others were promising from their interviews, but they are definitely not starting out well.

The Captain waits for a few moments for his unexpected guest to vacate the area outside his door, then leaves his office himself, heading for the cargo hold.

At first he looks down from the balcony, not intending to be seen by his crew. It may be interesting to watch them for a bit, and see how they interact. This is the first time they've ever met each other after all...

Posted on 2010-10-26 at 13:00:20.

Topic: Winds and Sand Q&A
Subject: Note


Remember, there are two ladders to the second floor of the warehouse, one on each side of the main (rolling) door. One of them will lead up to the correct side, though you'll have to navigate throuh the crate piles that are up there.

Also, you will be able to move enough crates to block the doors, but I very much doubt you will have the time, or the number of movable crates to make a usable stairway up to the second floor.

Posted on 2010-10-26 at 12:41:38.

Topic: Realms of Twilight Demo Q&A
Subject: Well


No update this week. The lack of posts beyond purchases doesn't really give me anything to work with. So I suppose this is stalled until next weekend. Hopefully we will have more posts by then.

Posted on 2010-10-24 at 21:29:20.

Topic: Realms of Twilight -Winds and Sand
Subject: Game update


As the soldiers come into view, Echo prudently lets the door slowly close. From what he could tell (due to a very successful Perception check) they don't seem to be city watchmen. Which means they must be private guards belonging to some merchant or other. Come to think of it, the sigil on their chests did match the one on the front of the warehouse.

More importantly, they number at least six. They were just coming into view as the door shut, so Echo could not be sure if there were more.

Posted on 2010-10-24 at 21:26:16.

Topic: Realms of Twilight - A Journey Begins
Subject: For lack of posts...


The half-orc leaps from the window into the rising mist below. Though the mist conceals the ground his reflexes, rather quick for one of his size, compensate and he lands, rolling up to his feat. The others in the group follow him through their only escape rout, the armor and gear over their shoulders clanging loudly as they leap for their freedom.

The dark-skinned rogue looks back once as he regains his feet on the ground, swearing to himself. The last of his companions is now lost... for the time being at least.

Gronz leads the party through the alleys of Maruk. The mist seems to have slowed them down well enough. Once free of the prison, escape was relatively easy. Now, you find yourself in a safe house on the edge of the city, not three city blocks from the western gates. It is a simple three room building. The main room has a table surrounded by several chairs, a kitchen and a large fireplace which, for some reason, is already burning when you arrive.

The other two rooms seem to be furnished as bedrooms with enough sleeping space for the entire group. There are windows, but they are largely boarded up despite the fact that the glass seems intact. The boards leave only slivers of space through which to see the outside.

The door gets closed and locked once everyone is inside. For the moment, it seems you are safe to consider the events of the last few days. The guards do patrol the area, as you can see through the slits in the windows.

Posted on 2010-10-24 at 21:22:16.
Edited on 2010-10-25 at 21:12:39 by Steelight

Topic: Winds and Sand Q&A
Subject: More Answers


So, what options do we have regarding exits?

From what you can see there is the large rolling door to the street, the door you came in from, the steel door to the warehouse office and a number of windows on the second level (that are really more like openings with swinging doors (that lift up and out) held open by wooden supports (which are connected to the building, not to the swing-doors) that are more intended to serve as ventilation than windows.

The window that Skit came in through (and potentially one other, you can't be sure from in here) lead to the roof of the office section. There is no obvious access to the roof of the warehouse itself.

How movable are the crates inside the warehouse? Can we move them to block doors? Can we move them to create a safe space?

Most of the crates are too heavy to move. However there are several that would be difficult, but not impossible to move and reposition as needed given the right application of strength. Note that each crate is labeled with a sigil that depicts the owner. Also, all visible crates seem to have been nailed shut.

I hope that helps.

Posted on 2010-10-23 at 16:34:20.

Topic: Realms of Twilight Demo Q&A
Subject: No


Not in a short period of time anyway.

Also, are you sure you want to be carrying 11 waterskins? That is rather heavy and outlandish enough that I will have to start tracking encumbrance.

Posted on 2010-10-22 at 14:19:51.

Topic: Winds and Sand Q&A
Subject: No


Not with the distance, the ambient noise and the other people on the street. Good thought though.

Posted on 2010-10-22 at 04:27:31.

Topic: Realms of Twilight - A Journey Begins / Q&A
Subject: Answers


Gronz wouldn't be able to anticipate which window exactly they may be jumping out of. However, he would know that you are at most 20' off of the ground. But if your bearings are correct you should only be about 10' up.

Posted on 2010-10-22 at 04:24:09.

Topic: Realms of Twilight Campaign Setting Available!
Subject: Thanks


Thanks Pit for the bump.

Well, here I am again, toting my wares in the marketplace of the Red Dragon Inn. Picture me as a wandering merchant as it were.

Really, I just wanted to say that the Realms of Twilight Demo adventure that I am running here at the Inn is, in fact, a true written adventure that will be published in the next few months (depending on the arrangments I make with my current cartographer).

So if you're interested in the adventure itself, or the setting check out my website or get in touch with me and purchase a copy.

Also, I'm trying to increase my fan base on facebook, so fo those of you who are one it, please "fan" Silver Crescent Publishing for me.

I used to have a Realms of Twilight page as well, but it was suggested to me that I drop down to only running one.

Thanks, and good gaming to all!

Posted on 2010-10-20 at 03:06:05.

Topic: Realms of Twilight Demo
Subject: Game Update


The party parts ways, each going about gathering their own materials for their journey. There were many qustions about the Wastelands... but with nought but rumors to go on, as Avriel had said, it would be difficult to prepare.

A little over an hour later the group gathers once again outside of the sheltering pyramid. The outer wall still shields them from the powers of the wasteland, but once they set foot beyond, they all know that they will be on their own. In past adventures they have left the city through these very gates many times before. Each time, they had confidence in their path, and their goal. Perhaps that is why this time was so different. Their confidence in each other was absolute, but not a single one of them had strayed from the roads into the barrens of the Wasteland before. It would be an... interesting experience to say the least... if they survived it.

Having gathered all of the supplies they deem necessary they group heads towads the eastern gates of the outer wall. They gates are always kept shut, save when a caravan or other certified traveler is passing through, but a word from a Cleric of Steelight will allow passage without incident.

Before long the group is beyond the gates, standing on the road a short distance from the city. Visions of the terrifying rumors of this place dominate the thoughts of them all. It is said that the spirits of the dead are as real and as deadly as any living threat. They say even your own shadow, when empowered by the latent magic of the Wastelands can reach out and drain the life from you. And then there are the savage halflings that somehow hunt and thrive in this environment...

For a moment they all stop, considering the path they must take. The number of Illurian lives claimed by this region before the Emperor constructed the totems is beyond counting. A few miles distant, down the winding road, you see the closest of those very pyramids, standing its eternal vigil over the roads, and protecting travelers from the dangers of the wastes.

The white mone, Celine, rides high in the sky above you floating amidst the stars, a constant reminder of the urgency of your journey, and the weight of many lives on your shoulders.

(OOC: I have given each person 10 more days of rations free of charge. Any other requested purchases must be made in the Q&A thread before the next game update... which assuming everyone posts on time (DAKARTA!!) will be next Sunday. Feel free to keep the game moving in this thread in the meantime.)

Posted on 2010-10-20 at 01:54:52.

Topic: Realms of Twilight -Winds and Sand
Subject: Game Update


As some of the group had come to suspect, the "cargo" they were supposed to be retrieving had not been crates or boxes at all. It was slaves.

The dwarven brothers began to pull the branded humans out of the cellar, even as their minds ran a hundred different directions about their assignment. Was this right? They were fast becoming a part of the slave trade of Calatain. It seemed that they all had a very difficult choice ahead of them.

As that thought passed a half-orc stepped forward from the cellar, being the last of the slaves to exit. He did not extend his hand for assistance, but instead chose to walk out under his own power.

As the slaves gathered in the open space within the warehouse Skit tried to keep them organized, while Echo had his senses directed to outside. As the half-orc was stepping from the cellar door, Echo began to hear the march of soldiers down the street. Through the door you all came in through (which was now cracked open a hair) he could see people clearing the street. It seems someone had called the city watch. Either that, or the private force of whomever owned this warehouse had just arrived...

Posted on 2010-10-20 at 01:32:18.
Edited on 2010-10-20 at 02:59:44 by Steelight

Topic: Realms of Twilight - A Journey Begins
Subject: Game Update


You quickly bash open the locks of the four chests and find all of your gear intact and conveniently placed in sacks for easy transport, though your money (whatever was left over) seems to missing. It's probably lining the pockets of your jailer right now.

With a quick prayer the cleric places his hands on the wound in Ele's leg. The wound closes, but as Heironymus helps her to her feet, he notices that she still favors that leg considerably.

With all speed you all grab your weapons and the sacks containing your gear. The warden's door bangs loudly and opens a hair before slamming solidly against the table. The whole mess of furniture you've placed in front of the door slides a few inches. It will not hold them for long. Seeing that you have no time to don your armor you simply through the sacks over your collective shoulders and flee through the door indicated by the half-orc.

You've only gone fifty feet or so down the passageway when a tremendous BANG reveberates through the halls. Even from here you can here the splintering of wood. The warden's guards must not be far behind.

The orc-kin leads you through a maze of cells and passages that would daunt any of you. All you know is you've climbed at least three sets of stairs since you left your cells. Then, a hundred feet ahead of you you see a door open, revealing a dozen of the prison guardsmen. Knowing that the exit is halfway down the hall to the left, the half-orc charges forward. The rest of the group can only follow... with Ele still limping slightly.

It takes only a moment for the guards to realize you are in sight, and they run with all haste to stop you.Only seconds before they reach you the half-orc darts to the side, followed by the party, with the frustrated guards right on their heels.

Fatigued by the run, and the use of muscles that haven't been strained in days the party runs on, urged by the drawn swords and angry shouts of the men so close behind them. A mere twenty feet before you lies the large window that will lead you out of the prison and on the streets. A place where you should be able to disappear and regroup. But Ele cries out behind you and stumbles, her weakened leg giving out.

She looks to the rest of you and sets her jaw. "Go." she whispers. With that she turns to face your pursuers issuing a stream of arcane sylables.

"Ursil rath iralian!"

Bolts of pure magical energy sarm up from her hands darting towards the nearest of the guards. They force of the bolts causes the leaders to stumble just a bit, slowing them down for almost a second. Ele does not attempt to rise.

Still seated on the floor she unleashes another spell. A soft mist rises from the ground, both in the prison and on the street below. The guards charge headlong into the mist and stumble a bit more, giving you a few more precious seconds. In mere moments Ele is lost in the mist. Before long the guards disappear as well, though you can here their frustrated shouts. Despite the magic, they are still coming.

(OOC: Due to previously stated wishes, I have NPC'd Ele for this sequence. If you choose to jump out the window, I will make the appropriate checks for everyone (Acrobatics skill checks). What you do from there is up to you.)

Posted on 2010-10-20 at 00:56:31.

Topic: M.V. Solstice Q&A
Subject: So....


No one has posted in quite a while. Is this game officially dead?

Posted on 2010-10-16 at 16:39:17.

Topic: Realms of Twilight - A Journey Begins / Q&A
Subject: Just a reminder


You are in a prison. There are a large number of guards stationed here, along with several that are much stronger than the ones you have been facing.

I say this to enforce the sense of urgency you would likely be feeling about escaping. The more you kill, the worse the charges levied against you.

Posted on 2010-10-14 at 14:34:06.

Topic: Realms of Twilight - A Journey Begins / Q&A
Subject: General room description


Alright, since I have yet to set up an account that will allow me to post images, I'm going to provide a good room description to show you where you are:

The room is about 20'x30'. The door you came through (from the cells) is in the south, along the longer wall. The noises seem to be coming from the door to your right (or the east). There is another door to your left and across the room. All of the doors are slightly off center on the walls so they don't exactly line up with each other. There is a table surrounded by 4 chairs near the center of the room. Four locked chests (potentially containing your equipment) can be seen in the northeast corner of the room.

(When the orc-kin chooses to reveal it, the entrance he came in through is the door to the north, though there are still the potential for a great many guards before you reach the front entrance by going that direction.) Remember, your characters do not know this last tidbit, having been blindfolded for their journey here, but for eas of reference I thought I mwould provide the infor anyway.

I hope this helps.

Posted on 2010-10-12 at 01:19:29.

Topic: Realms of Twilight Demo Q&A
Subject: Run? Nah.


The estimated week and a half travel time is assuming normal travel (8 hours a day) with no forced marches, no excessive rest periods and no interferences or delays.

And it is just that, an estimation. Your missions and travles haven't taken you to Bevaris before so you don't know exactly how long the journey will take.

Posted on 2010-10-12 at 01:13:09.

Topic: Winds and Sand Q&A
Subject: No...


The Spot skill doesn't exist in Pathfinder . A Perception check might be able to though.

(Perception roll was a 19):

For most of them the brands look like they have healed, though there are a few (particularly the half-orc once you can see him) that the brands look pretty fresh.

Posted on 2010-10-12 at 01:10:58.

Topic: Realms of Twilight Demo Q&A
Subject: Answers


You could steal the horses, but then you would be pursued by the Illurian law (and stealing from nobles is anything by subtle as far as drawing attention to yourselves).

Magic items (subject to my approval) are easily available in the Empire. Potions and scrolls can be purchased (again subject to my approval) for 10% less than the value found in the Pathfinder Core Rulebook.

Also, a wagon would likely not do well going overland through the wastelands. The terrain is generally rough (hills, dead trees, burrowed caves, the occasional large crack int he ground, etc.) So you could easily by a wagon, but there is a chance that it will actually slow you down due to the rough terrain. If you got it through the wastelands and managed to meet up with the road once beyond them, it would allow for more carrying capacity, but it wouldn't affect your travel time all that much (I don't believe... but I will look up the movement stuff to verify).

Posted on 2010-10-11 at 17:52:27.

Topic: Winds and Sand Q&A
Subject: Generally...


I like the details to be left to me. But in this case it worked out so I don't mind.

Posted on 2010-10-11 at 17:29:22.

Topic: Realms of Twilight -Winds and Sand
Subject: Game Update


With the opening of the door the room below was revealed. Only a soft light (like a small, flickering fire) could be seen. But even that light was quickly blocked out by the throng of men, women and children that crowded around the bottom of the stairs, staring black-faced up at Argent and Skit.

The cries of an infant and two young and frightened children begin to rise above the clamor. The adults try to hush them and succeed, for the most part. They stand in silence at the bottom of the stairs, wondering if the people who broke through the door are rescuers, newly hired guards or independent slavers in their own right.

A rough count shows 8 men, 3 women and 2 children (Not counting the infant, and the half-orc is not really visible beyond the throng at the moment.) They are all marked with the triskell so far as you can tell.

(OOC: The update is a bit short, but the next move is yours. I look forward to seeing what you all plan to do.)

Posted on 2010-10-11 at 08:48:42.

 


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