Sunlord Thalachos

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47 posts. Alias of xXxTheBeastxXx.


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No. You're fine. Also, when outside of combat, inspire courage isn't going to be much help. You can just make perform checks when it comes to stuff like calming a crowd.

It seems that working together, you are able to calm the people to a point. They still seem nervous, but no more so than they were before they turned into a mob.

"So..." one of them asks, "Can we go home, then? Is it safe?"


Cody, please make a diplomacy check to calm the crowd.

Diplomacy DC 15: Success:
The people begin to calm as you assure them that everything is okay. A new question passes through them, now.

"Can we go home?"

Diplomacy DC 15: Failure:
The group slowly turns into a mob, as your words don't seem to reach them. Their anxiousness turns to anger, and they begin demanding answers.


The townsfolk all seem to be safe and healthy, if not necessarily happy. Eliza notices Roland's glance, and smiles, but doesn't rise to greet him. Her father, Philmore does, however. He approaches the party and asks,

"The goblins are dead, then? Can we go back to our homes? Is my inn safe? Please tell me the inn is okay!"

The other townsfolk begin to rise and approach, asking similar questions and gathering around Roland and Alaya. Can they go home? Are their homes okay? Their animals? How did the town fare? Will there be more goblins? What exactly happened? The questions come so rapid-fire that they begin to get lost in the rabble.


The crossbowmen lead you to the cave. You can see a small trail of smoke trailing from the top of the ridge, marking their encampment. Inside the cave, you see a small, clean-burning fire. The townspeople walk about, aimlessly. You can see Philmore, Penny and Eliza huddle around the fire, holding hands toward the flame to keep warm.

Rogar, the dwarven bouncer from the Open Keg, approaches as you do. He has an axe in-hand, but loosens it and places it in its sheath when he sees who it is. He even breaks a smile.

"You're back!" He says. "I hope that means something good. A slew of dead Goblins, perhaps?"


Don't forget to use your Roland Morgan alias, Cody.

"I suppose," says one of the crossbowmen, "If all the goblins are gone, we can all head back to the cave." Both men seem quite happy and excited at the prospect of being able to go home. They're both quite soaked from the rain, and appear chilled to the bone.


The crossbowmen speak to each other in hushed tones for a moment.

Perception DC 16:
You can tell that they are discussing that you don't look like any sort of goblin they've ever seen before

They lower their crossbows and welcome the two of you.

"No troubles as of yet. The rest of the town is waiting over that ridge," one of them points off in the distance at the ridge in question. "Rogar knew of a cave out there where they could stay save and dry. Tell me, sir. Are the goblins gone?"


I know. I've been gone a long time. I suck.

Upon Roland's words, the crossbowmen jerk toward him and raise their weapons.

"Who goes there?" They demand.

Perception DC 15:
The men's hands shake as they aim the crossbows. They are quite obviously terrified.


Roland and Alaya travel toward the far edge of the town. After a short while, the two of you can see a few villagers standing guard with crossbows. The crossbowmen do not see you, but their presence means the rest of the villagers can't be far.

I realize now that I completely forgot the Rogar character during the entire battle. I now retcon what's happened so far! He officially left with the rest of the villagers to help protect them.


As the group gathers around the case and undoes the latches, you can all immediately see a faint, white-yellow glow coming from within. As you lift the lid, you all see a crystalline cube sitting within a molded felt base. It's about the size of a man's fist, and it glows with that same, faint white-yellow color.

Will Save: DC 25:
If you fail, you feel a wave of euphoria come over you, distracting your senses, followed by an opposing wave of anguish, and finally a sense of fear grips your chest.
You are sickened and shaken for one hour.

Make a single Knowledge (Religion) check. If you match one of the DCs below, then read the knowledge you attain.

Knowledge (Religion): DC 20:
You cannot recall what the object is, but you feel as if you've heard of it before, whether through a bard's tale or a legend you either read or heard long ago.

Knowledge (Religion): DC 30:
You've heard of this object before, but only in legends. This is the Godling's Cube, an object said to be the key to unlocking the Godling's Heart, an ancient weapon of untold power.


I'm back from Ocean Shores and Labor Day Weekend, so I can post normally now.

Even as Alaya lays her hands upon the fallen man and casts her spell, she can sense no life within him. The blade, it seems, drove too deep, and he bled out upon the floor.

And Cody, I noted exactly what you found, so you'll have to note exactly what you take.


In order:

Heal: As Roland examines the man's wounds, he recognizes that there's nothing he can do. If this man is even alive, he requires magical healing, not the paltry treatments he can accomplish.

Search: His search of the goblins' bodies reveals nothing more than the obvious. Most carried dogslicers, and there were a few who carried pistols, though you can find no powder horns or extra shot. All of the equipment is battered and worn, little more than scrap to most.

You find 8 dogslicers (daggers with the fragile quality) and six pistols (they are damaged, however, and misfire on a 1-3).


Roland's final shot tears through the goblin's chest as it grabs hold of the case on the ground, exploding outward in a spray of blood and green-skinned flesh. It falls forward, the case hitting the ground before the goblin, and they land with a ca-thump sound, one after the other.

The battlefield is coated with blood: that of the goblins outside, your own, and red life belonging to the already-injured man bleeding out on the floor, the dagger still in his throat.

But the goblins are, as far as you can see, gone, and it appears that the storm is beginning to pass.


Roland's first shot takes down one of the goblins, leaving only one left. The second shot flies past its target, splintering the wood of the bar with its impact. The little green monster rushes forward, its tiny legs carrying it quickly across the wooden floor. It leaps through the air, dogslicer raised, and in one quick motion sinks it into the already-injured man's neck as it grapples onto him. He jerks forward, opening his mouth to scream, but only releasing a splash of blood from between his lips. The rune-carved case goes flying and slides across the floor as he hits the ground with a thud. The lone goblin leaves the dagger in his neck as its eyes watch the case skate across the inn's floor.

Quick like a bunny, it springs forward, arms outstretched and mouth wide in a frantic, panting screech.


Ammon currently lacks a computer, and his only method to access the internet is through his Wii. Until he has full access, I'll be covering Alaya's actions.
Also, There are now 2 goblins left chasing the injured man.


Adrian's stab is successful, bringing down one of the little bastards.

Alaya, seeing the goblins charge the wounded man, rushes between him and the little green creatures. Still singing a powerful and inspiring melody, she lashes out with her scimitar.

Attack 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Damage 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Her slash goes wide, and the goblins rush on toward the man.

Panicking, he clutches the case close to his chest and runs for the back of the inn.


Roland's first shot takes one of the goblins in the stomach, sending it to the ground. The second, however, proves his dead aim. The bullet pierces the Goblin's skull directly between its giant eyes, and the back of its skull explodes, spreading the gore across the ground outside the inn.

The final four goblins at the right window, seeing their allies fall, make one last-ditch effort to rush the inn. They all charge forward, pushing themselves through the window and past Gerald's stabbing trident, forcing him back. They land finally inside the room, three on the floor and one still in the window.

The window-bound goblin spots the injured man with the case, points, and shouts something in its rough language. The other goblins turn toward the man, grin, and charge toward him.


Cody, if you could roll a confirmation roll and appropriate damage (3d8+9 more) to add to your crit, that'd be great.


Thanks, guys, for taking initiative. I've been distracted lately.

The beasts avoid Adrian and Alaya's strikes, and leap from their perches on the window sills, lashing out with their claws.

Roland is able to push back one of the goblins as it attempts to latch onto his chest. It falls back and prone on the ground outside. The only other goblin takes its place on the sill and slashes at Alaya with its short sword. She is able to deftly avoid the strike.

Gerald, however feels the nasty little bugger's bite as it lunges past his trident and cuts open his shoulder. Another of the little green beasties aims its pistol and fires past its ally, the steel ball embedding itself in Gerald's shoulder.

There are now 2 goblins at the left window (Roland And Alaya). One is prone outside and the other is standing on the window sill. There are 4 goblins at the right window (Adrian and Gerald). One is standing on the sill, and the others are standing outside.


Sorry. I got busy, but I'm back now.

Adrian: Your attempt seems to intimidate the goblins, but they continue to charge forward.

Sense Motive Check DC 15:
You can see that, while they fear you, it's almost as if some greater fear is driving them forward.

NOTE: The injured man does nothing on his turn.


Two more goblins fall from the fatal lead balls, but there are still many left alive. Those in front clamber up onto the window sills, flailing their battered cutlasses at Roland and Gerald.

One cuts across Roland's forearm, leaving a shallow, bloody wound (Roland takes 2 damage). Gerald, however, dodges back from the attack in time to avoid the blades.

There are now 3 goblins at the left window (Roland) and five at the right window (Gerald). Making ranged attacks against the goblins on the window sills will provoke attacks of opportunity unless you back away from them first.

Also, Cody. When you roll, can you add a definition to what you're rolling? Just a header like "Attack" and "Damage" will be fine. Use my Gerald post as a guideline.


The injured man sits at his place in the back of the bar, watching with evident trepidation as you battle the goblins--his knuckles white against the case in his hands.


Okay, seriously? F*ck it, I'm taking command of Alaya.

Alaya moves from her place at the window and crouches beside Roland. With a humming song, her hands glow with a faint blue light and she lays them upon his wound.
Cure Light Wounds. Roland heals 8 hit points.


Kenny, please note your position in the room.


Your first shot connects, striking the green menace in its tiny throat and sending it to the ground, where dark blood spurts in a rhythmic pattern into the mud. The second shot misses its intended target, and the goblins continue charging forth.

The four leading goblins aim their pistols and let loose a small volley of lead and thunder at the windows.

Their large eyes provide a strong aim. Roland is shot in the shoulder, the bullet tearing through flesh and striking bone (Roland takes 8 damage).

Alaya, at the other window, is struck as well by the volley, one bullet burying itself in her side, and the other grazing her neck (Alaya takes 4 damage from one bullet, and 1 from another).

The rest of the goblins rush the windows with their swords drawn, jabbing and stabbing, but with no success.

I neglected to include Gerald in the turn order. His turn is resolved just before the injured man.


The goblins, having seen the light cast outside, rush the inn with renewed vigor, snarling, laughing, and gnashing their teeth. There are maybe twelve of them outside, and each carries a weapon--either a bent and chipped or a pistol.

There are twelve goblins outside. They are grouped in a chaotic mass charging for the inn. They are currently 50 feet away. Charging through/into the group will provoke an attack of opportunity.

Turn Order:
Roland
Goblins
Adrian
Alaya
Injured Man

On your turn, please note your position in the room and your actions taken.


The man rescinds the offered case, shakes his head and says, "I hope ye're right. If Nox gets what's inside this case...his reputation now is nothing compared to what it will be."

Outside, the goblins laugh and howl with hysterical, bloody fury. You can all see through the two open windows, the inn's light spilling out to reveal the horrifying truth.

...The Goblins have reached the inn.

Everyone, roll your initiative. I will call for who acts first.


The man shrugs away from Alaya, "Nay. This is my fault. I led the beasts here. I should...they're coming after me. Take this," he offers up the leather case. "See that it gets to Han. I'll do my best to distract the goblins. Maybe I can even lure them away from the town, if I get to my boat. At the very least, I can buy all of you more time to prepare."

With what little strength he has, he stands up and begins hobbling toward the front door, a grim expression on his pained face.


Together, Filmore, Rogar and Gerald begin moving the tables to the edges of the room, and Rogar places a chair under the handle of the front door. Before long, the inn looks rather formidable from where you stand within. The common room is open, perfect for melee conflict, and all but the front two windows have been blocked by tables supported on their edges by chairs.

Eliza and Penny have gone, taking the customers of the inn with them. The only ones who remain in the building now are the three of you, Filmore, Gerald, Rogar, and the strange man, who is still breathing heavily, keeping his leather case close to his chest.

He coughs and calls everyone over to him, waving a weak hand for you to come to his side.

Outside, the sounds of the goblins get louder by the second, and it is clear that they are invading the town with reckless abandon, completely forgoing stealth for rage and gleeful anarchy.

...The Goblins will arrive in 1 minute.


Filmore nods his head in agreement with the propositions put forth before turning to his wife and daughter,

"You get the rest of the customers out and away from here. I'll meet you as soon as I can."

Eliza protests leaving her father, but Penny convinces her and takes her away, kissing her husband before she leaves.

Filmore and Rogar both begin helping Gerald move tables and chairs across the room.

The strange man heaves himself up with a grunt into a chair--still clutching the strange leather case--and looks to Adrian, "They were using sloops, and there were at least three of them. I'd say you'll be up against at least fifteen to twenty of the bastards, depending on how they spread out when they get here."

...The Goblins will arrive in 4 minutes.


Sorry I haven't been on. My laptop is dead, and I had to set my desktop up as a main computer.
A Note: Guys. I like the characterization and everything, but you have to keep up the grammar and conventions as well. When you forget things as simple as commas and periods, the whole thread starts to look like crap. So step it up a notch. Use my posts as guidelines if you have to.

Filmore looks around at the crew, then to his wife and daughter, and finally to the rooms at the back of the inn. He bites his lower lip,

"Aye...you're right. This is the best place in town to make a stand. Penny, Eliza and I will rouse everyone and find those in town who can fight, direct them here and get everyone else away from the shore. Hopefully, we can beat the goblins to it."

"Agreed," says Rogar, "The idea with the lights is a good one, but putting them out front will turn this place into a beacon. The goblins will rush here without a second thought. With the crossbows, we can work that to our advantage."

Someone--a woman--screams outside, a faint sound amongst the rain. It is followed by a series of screams mixed with the yelling and laughter of high-pitched goblin-voices. The loud report of a gunshot rings out, followed by two others.

"Unless, of course, they arrive early."

...The Goblins will arrive in 5 minutes.


Roland Morgan wrote:
Alright cool then. While we wait, anything interesting about the world we should know about, map drawing, politics, events, history, or summary of the world?

I'm writing some stuff up now. This will include political powers, history, religion, and new systems I'll be implementing like Cleric Devotions (which will replace standard deity-granted powers). When I post it, it will be in the discussion thread, though, so we don't derail this thread any further than we already have.


Ammon. Inspire courage doesn't require a perform check. Also, this is not the appropriate time for inspire courage. It's essentially restricted to combat.

And currently, I'm waiting for Kenny to add his input before I continue.


Rogar looks to Adrian when asked about the bows, "A fair amount of them can use a crossbow, and maybe a pistol, but none have had training enough to use the longbow or shortbow. There's maybe forty men in total. I'd say about half of them can use a crossbow. Maybe fifteen of those own one. The rest can use a quarterstaff or pitchfork, but not much beyond that."


The man coughs, "Goblins. Nox's goblins. They found my ship while I was sailing to Han's island, and attacked me. I was faster than they, and escaped, but not before they were able to shoot me. They'll be coming here. They want it. Nox wants it." He stares out at each of you. "He can't have it. He can't have the case, nor what's inside. It's too dangerous."

Roland's Knowledge Check:
You've heard that Captain Nox is wont to use goblins as his scouts across the seas. It is said that they are some of the most tenacious beasts on the seas, as well as some of the most deadly.

Rogar steps forward at the call to arms, and says, "We don't have much in the way of a town guard here in Orchard's Port. We've never needed it. But we do have a militia. I can go around, wake the able-bodied, but I can't promise organized troops. They're farmers and shopkeeps, not soldiers."

"Aye," says Filmore. "Ol' Rogar here's the best warrior in town."


The man halts you as you step outside.

"Wait!" The man tries to sit up, but can only manage to balance on a single elbow. "They'll be coming! They'll swarm the town searching for it. I'm so sorry, so sorry. Don't go! You'll die, they'll kill you for it!"


Roland: Startled, Eliza freezes for a moment until you tell her to fetch the alcohol. She returns with a bottle of strong brandy and your glass of scotch, offering both to you wide-eyed. A patron leaves to fetch Gerald and Adrian's weapons after asking which rooms to search.

Adrian: As you approach and attempt to examine the case in his hands, he clutches it tighter, moaning, "No. Have to get it to Han. To Han." From your position, you can see that the case is thick leather, and etched with several runic symbols and flowing script. You cannot read the script, nor the runes.

Knowledge (Local): DC 15:
"Han" is the name of a semi-famous sage that lives in a tower he built on an island to the south, off the coast of the city of Cliffside.

Knowledge (Arcana): DC 15:
The runes appear to be words of power, though you cannot tell which words are inscribed in the leather.

Knowledge (Religion): DC 20:
The script is Ancient Celestial, a language lost more than a thousand years ago. These days, the only remaining samples of the script can be located in major cathedrals across the world, particularly in Illumia.

Alaya: The man does appear to calm as you sing to him, and your spell both soothes his pain and stems the bleeding. Though the wound is still open, it is evident that, should it not get infected, he will survive.

Sorry I haven't been on very often, lately. I've been dealing with a hefty virus on my computer, and it's eating up a lot of my time.


Alaya: Filmore eyes you up and down, and says, "I'm not sure the kind of help you could provide, girl. This is a tavern. If you're looking to 'venture, I'd suggest visiting the town hall after the sun's up. Even then, this is a quiet town. Not much in the way of excitement."

Everyone: Grindy finishes his tale, and tells the masses that he's off to bed. After a groan from the crowd, he sweeps his coat out in a bow, and heads into the back hall. Many of the patrons join him, leaving the bar all but empty.

"Well, that was quite the night, but I think we should all be heading off. This is last call," Filmore tells everyone, returned by another round of groans and a few final calls for ale and wine. He begins doling them out, trading drink for coin...

*Knock* *Knock* *Knock*

Something pounds at the door, and all eyes turn to it.

*Knock* *Knock* *Knock*

This time, the pounding is slower, and there comes the sound of something sliding down against the door.

"...Rogar, would you check that, please?" Penny asks. The big dwarf walks toward the door, loosening a hefty throwing axe at his waist as he reaches it. Tension thick in the air, he swings the door open.

A man collapses inside, having fallen to his knees against the door. You can see little more than a heavy coat covering a rain-soaked body.

Perception check: DC 15:
He appears to be carrying some sort of leather-coated case, and an open wound is bleeding out onto the floor.

Penny's eyes go wide, and she shouts, "Quick! Bring him in and lay him down!"

Rogar does just that, dragging the moaning man inside and turning him on his back. You can all now see a bloody trail leading from the doorway to where he now lies, in the center of the room. He clutches a leather case to his chest.

Perception check: DC 12:
You can now see the wound, a large puncture in his side. It looks like it may have been caused by a gunshot.


The night winds down and many patrons wander off to their rooms. There are only a few left, sipping mead as they listen to Grindy tell the tale of how the great god Odur created the clouds in the sky. Penny and Eliza go from table to table, picking up empty mugs and empty plates, and Filmore wipes down the bar with a dampened rag.

The storm continues to howl outside, and rain hits the roof, walls, and windows of the Open Keg in sheets. The lights throughout the town go out, one-by-one as townsfolk go off to bed, and and a few yawns amongst the staff tells you that they aren't far behind.


It seems like interaction is beginning to wind down. If that's the case, I'll move the story along. If not, just post and let me know.


Roland: Scanning the room, you see that the majority of patrons are enjoying the music, feasting, and, of course, getting drunk. None of them seem particularly up for conversation. Eliza, you can see, shoots you a quick glance every now and again. Apparently, you made quite the impression.

Rogar appears to have moved on from you, and is, himself, entertained by the music and dancing that Grindy is exemplifying on another table. However, while Rogar appears to have forgotten, you can see another patron sitting at the end of the bar has his eyes upon you. He has dark hair, darker eyes, and a rust-colored coat, and he appears to be sipping a glass of whiskey (This is Kenny).

Alaya: Grindy the Low, who has, up until this point, been entertaining the group, joins you in song, apparently also knowing the verse quite well. The patrons of the bar also join in (or at least those sober enough to enunciate the words).


If you can get him to post today, that'll work. Otherwise, I'm going to progress the story.


Roland Morgan wrote:

"Tis a date my lady."

Rolands winks as he sits back down enjoying the music.
Knowledge Local1d20+2
Roland takes notice of the fair and tan skinned man and gestures as to invite him to socialize.

Cody, that man is you. The check was for Kenny to notice you.


Roland: Grindy shakes his head and hops back up on the table to dance as you offer your hand to Eliza. She smiles and says, "I'd love to, but I'm afraid my parents might have words with the both of us, should I shirk my duties. Perhaps we can dance later tonight, once everyone's full and happy."

Adrian: Penny approaches, takes the mug and the copper, and says, "I'd be happy to fetch it for you, Adrian."

She glances over at her daughter, who appears to be flirting with a young man. Would you mind keeping an eye on that one? It's a busy night, and I'd hate for Rogar to be alone if things get out of hand."

Knowledge (Local) check: DC 10:
You recognize the man as a Southerner, likely from somewhere on the Estarian tail. His blonde hair and tan give him away in a second. And his clothes speak of the rich lives often lived on the tail.

NOTE: The Estarian tail is an archipelago located in the south-western corner of Estar (the country you're currently in). Hyrule Bay is located on one of the islands.


The gnome laughs as you finish, "Ye do like ta talk, don't ye? Well, let's see if I can sort all that out, eh?"

He puts one finger in the air, and says, "The stories o' the graveyard are more than true. Ye'd probably find some good treasures there, as well. But they be dark waters, and there's rumors that the dread pirate: Captain Nox uses it as a base o' sorts. No, I wouldn't be rummaging in the graveyard if I was you."

A second finger joins the first, "We don't get much in the way o' relations with the aquan folk up here. They prefer the warmer weathers. Ye might find a sea monster or two surfing the seas, but the mermaids and such generally steer clear. Magic likes to stick to the land up here, seas are too rough."

And finally a third finger flips up, "I wouldn't be tryin' anything with the girlie, if I were you. That Rogar's a good friend o' the owner, and he'll tan yer hide six way to Sunday, boy-o, if ye do more than send a smile and a kind word her way."


As you wink at Eliza, she shoots you a sly smile and bats her eyes, taking your gold and promising, "It's the best food and drink for a hundred miles." As she walks away, she gives you a wink in return.

Perception Check: DC 12:
Rogar is keeping a dark eye on you as you flirt with Eliza.

The food is, indeed, quite good. It's not quite at the caliber of the famous "Roast Cucco" back home, but there's no doubt that it's a juicy, well-seasoned bird. The ale, as well, is rich and flavorful. Overall, it's well worth your money.

As you flip Grindy the copper piece, he takes it graciously and bows low(er) with a wide sweep of his many-colored coat. Upon your compliment and question, he responds,

"It's good ta hear ye enjoy the music, lad. Ye can never tell with Southerners like yerself. The sounds o' the north don't usually ring so clear, the further down the coast ye go.

"And before ye ask, it's the tan on yer skin m'boy, that gives yer birthplace away. Hard pressed to find such sun up here. In regards to yer question, though, what d'ye think? A'course I've heard stories! Wouldn't be much of a bard if I didn't. What sorts a' stories ye looking for? I carry all kinds."


The Open Keg is quite lively tonight. The storm outside has pushed most everyone--from fisherman to traveller--off the water and into port. And, being the only tavern in town, the Open Keg is open to receive them.

Filmore Buckets, the proprietor and bartender of the "Keg," is wearing his normal dour expression. But with every coin--copper, silver and gold--that slides into his palm in exchange for a drink or hot meal, his eyes brighten a bit. His wife, Penny, flits from table to table, collecting empty mugs and delivering food and drink with a flirtatious smile and a laugh like sleigh bells.

The big entertainment this night is a gnome bard who came in on the storm, named Grindy the Low. Many cheer as he dances on one of the tables to the music of his troupe, a wide-smile on his small face. His long, blue hair almost seems to dance with him as his feet fly across the table, to many rounds of applause.

The Music

Knowledge (Dungeoneering) Check: DC 15:
Grindy the Low named himself after an aquatic, goblin-like creature known as a grindylow

Knowledge (Local) Check: DC 15:
The song that Grindy's troupe is playing is an old dwarven jig, performed with bagpipes and drums

For some, however, the real entertainment is the Buckets' beautiful daughter, Eliza: Sleek and shapely at 17, and just as flirtatious as her mother. Many eyes follow her, though no hands join them, for fear of the dwarven bouncer: Rogar, standing at the bar. His flinty eyes scan the room, and his expression is grim.

Perception Check: DC 12:
Though Rogar's outward appearance is dark and serious, a glance toward his tapping feet tells you he is enjoying the music.

To Roland:
Gerald is asleep in a room upstairs. He would be on the boat, but the waves caused by this storm had even his hardened stomach churning.

Make any of the checks presented above you think your character might know, and then describe what your doings have been within the bar. Anyone who is staying the night here, pay 1 gp.

A mug of ale is 1 cp, a glass of wine (imported from Southern Estar, you know) is 2 sp, a glass of something stronger (whiskey, vodka, what-have-you) is 1 sp, and a hot meal (chicken, beef or seafood) is 1 sp. Water is free, but not necessarily clean.

Ordering an alcoholic drink calls for a fortitude save (DC 10 for beer, 11 for wine, 12 for spirits, all +1 per drink) or you become buzzed. A second failure and you become drunk (just act drunk, I'm not using penalties).


Hey, everybody. Since this is going to be the first time we'll all be running a Play-by-post game, I thought I should get a few tings out of the way, first.

1) Point Of View:
I don't really care whether we should be posting (in the actual adventure thread) in first or third person. I know that I, as GM will be using third person, even when I'm emulating an NPC. You guys can vote here as to whether you'll be using first or third person yourselves.

2) Trust:
There will be a certain amount of trust given in this adventure as far as secrecy goes. Whenever I call for something like a perception check, it will flow like this:

Example: Perception Check

DC 15:
You see something interesting.

When you make your roll, I expect that, should it fail, you will not check the spoiler tag. If you absolutely must, I expect your character to act as if you hadn't.

We're acting on the honor system. Don't break my trust and cheat. It doesn't make the game any more fun.

3) Dice Rolls:
Rolls will be made using the BBCode tags given at the bottom of the text box. Once you enter a dice expression, you can preview your post to see what you rolled and post your response accordingly. It will always remain the same result, so you can check, respond to it, post, and it will all come out correctly.

Example: Perception Check: 1d20 + 5 ⇒ (18) + 5 = 23

As you can see, I made the DC, so I would respond by saying:

I gaze out at the interesting thing, turn back to the party, and say, "Holy Crap! Do you see that? It's so interesting!"

4) BBCode Tags:
As you will see at the bottom of the text box, when you are making a new post, there is a section labeled "BBCode tags you can use:" with a "Show" button next to it. Click it, and you can see all the tags available for you to use in your posts. These are the only way for you to bold, italicize, or do other things to your posts.

They will be used in the following ways:

Bold: Bold tags will be used for dialogue. I expect all speech to be within quotation marks and bolded.

Example: "This text is dialogue! You can tell because there are quotes around it, and it's bold! Isn't that neat-o?"

NOTE: Quotes does not mean the Quote tag. That's for referencing something someone else said in the thread.

Italics: Italics will be used for character thought. You do not need quotes around character thought.

Example: This is a thought. You can tell because it's italicized.

BIG and small text: Use at your own whim. I would suggest using big text for emphasized yelling, and small text for whispers, just to make it fun, but I don't have any requirements on these.

Out-of-Character or OOC: OOC text is blue, and should be used for two reasons.

1) Labeling a roll.

2) Speaking out of character.

Examples: Perception Check: 1d20 + 5 ⇒ (12) + 5 = 17
How do I speak out of character? Oh yeah! Turn it Blue!

5) Combat
Combat will be pretty simple. There will be no maps. I will describe the scene and assign you initiative orders. At that point, you will act in initiative order. Please don't post before the person before you acts.

Attacks will be made using the following format:
Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

You can describe your attack as much or as little as you like. Just be sure you let me know what you're attacking with, at the very least. It can be as simple as: I swing with my sword; or as complex as: I let out a battle cry and drive my blade forth, attempting to skewer the beast's belly along its length.

I will then determine whether you succeed or fail, and describe the resolution of the attack.

6) Adventuring, Treasure Hunting, and Diplomacy
All of these things will be a part of this campaign. It will be an adventure across the seas and the land, so expect exploration and travel time. You can use this time to expand upon your characters, talk with each other, and just use it for development.

Treasure hunting will range from seeking a dragon's horde in a cave to pulling up sunken treasure chests. The exact rules for it will be determined when the time comes. Just know that it won't be so easy as "Lower crane into water, pull out chest."

Diplomacy will hinge quite a bit on your ability to speak with the people whom you meet. Discover the things they like and dislike, converse with them, and convince them. While there will be diplomacy rolls available, they'll mostly be for things such as gathering information or making requests.

7) Forum Etiquette
I expect everyone to behave properly. Keep it in-character, and keep it appropriate. I don't care about swearing, and gore is all right, but we don't need to go into in-depth sex scenes and the like.

Also, grammar will be a pretty big deal. So far, you've all done well as far as crossing your I's and dotting your T's. Let's try to keep it that way. I don't want this to turn into a bunch of neanderthals spouting posts like:

i liek her so i totally go up and say [b[We need ta do it![/b]

Make sure your I's are capitalized, your sentences have punctuation, and everything looks and sounds nice. I encourage you to read your posts aloud before you post them.

8) Conclusion
Nothing much here. Have a good time, use this thread to test out the BBCode tags, vote for point-of-view, and ask any questions you have.

-GM (Chris) Beast