In Darkest Times (Inactive)

Game Master Magnu123

In short, this homebrew was intended for beginner GM's. The story contains a variety of elements in sequence that gradually go through different terrains, battle situations, and other challenges to allow a DM to become familiar with the rules.


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Male Human 59/66 hp Ranger(guide variant) 6
Magnu123 wrote:

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Taking 10 on perception for my surrounding area and the cell. That gives me a 24.


Thundrik puts away the pick, albeit reluctantly. He doesn't know why he's here, or who this man is, but if it weren't for the fact that he was here against his will, he wouldn't mind being here so much. But every now and then he gets a brief flashback of what led to him being out on his own in the first place. After stowing away his pick, he heard Argent talking to the man they're chained with.

"Mmm? Oh... uh... yeah... the name's Thundrik... 'n you are...?"

He will also attempt a sense motive check- as well as an intelligence check to see if he recognizes the man.

Sense Motive: 1d20 + 1 ⇒ (16) + 1 = 17

Intelligence Check: 1d20 ⇒ 19


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Deciding to try and find his things, Alric walks down the hallway as quietly as he can, keeping an eye out for his captors as he does so.
Stealth 1d20 + 2 ⇒ (7) + 2 = 9
Perception 1d20 + 5 ⇒ (12) + 5 = 17


Argent and Thundrik:
This halfling male has long lost the brightness in his eyes and what is left now is a smoky remnant of a hopeful man. He is not under the influence of drow mind control like some others in the mines. Come rest time, he goes cautiously about his comrades as best he is able to while still being chained, cleaning wounds and providing water to the other slaves. “ I am sure you must be confused. Let me start with likely the last thing you remember. You were taken from your home or a place of comfort after darkness fell by dark elves. They brought you here to this place and stripped you of your worldly posessions. After that, your mind was made compromised by their ritual in the temple of the spider God’s. Until now you have been working on the minecrew alongside me.” He explains that many have faced this cursed ring enslavement and magical will-draining, and many have chosen not to continue living within their own minds, content to wait for their bodies to die and their spirits to be set free to the afterlife. Others are very much awake but there spirits have been crushed, they are but shells anymore. “Myself,” he says with a sigh “I cannot yet retire. I still have work to do.” Miro tells you that he was taken from Startville outside of the Tavern one night when the drow raided. He cannot tell you if this was the same night that you were taken, but he tells you it has been a good long time since he has seen daylight. He remains awake now in order to wait for an oppurtunity to get a message to his family. He tells you that his wife’s name is Myra and he has two son’s. choking on emotion, he continues with this, leaning close and whispering: “The one family heirloom we have was with me when I was captured. I was able to hide it from the drow all the time that they captured me. I wait now for a time when someone can deliver this heirloom to them with my blessing and the message that I love them all.”


Casvian:
You can decipher that the papers on the desk are some sort of police records. Perhaps a list of crimes and offences in the town. The locked storage room does not yield without making noise, and the voice that was in your head is now audible, louder, angry, and impatient. " Come up the stairs, servant!" This explains everything to you now. You have been enslaved here to provide cleaning and hunting services to the drow police force. You have perhaps also been a servant of their cause. Your stomach churns slightly at the irony and perversion of using slaves to capture and punish slaves. There is a thumping noise above, a pounding of angry, yet small, feet towards the stairway from above.


Alric:
You are able to advance down the hallway to either the left or right. Your sense of orientation may be a bit confused in any case. To the right is a large sealed double door. The seal appears to be some form of puzzle to be solved. The left leads to another set of double doors, these ones open into a large room with a pulpit and pews, clearly a monastery of some sort, but you are not certain that this is specifically for the purpose you deciphered from the walls. Light does not illuminate this entire open area, and you are uncertain what lies beyond this direction. Drow clerics and priests pass by you and clearly notice you despite your hiding attempts. They ignore you though in any case, seeming to busy to bother with you.

Puzzle will be up shortly on the site for Alric.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

DM:
Hmm, not that way Alric thinks as he sees the multitude of drow. Turning back toward the puzzle He then ponders it's function. With nothing else to go on, he begins trying slides at random and speaking various words in elvish, Hoping to trigger something, anything that could be of use.

Use Magic Device 1d20 + 7 ⇒ (19) + 7 = 26


Male Human Magus (Blade Bound, Hexcrafter)5

Argent finds his resolve and says to Miro "I will deliver your package and your message IF you can devise a way for my friend and I to leave this place! I also give my word that I will return to this place and free our fellow slaves as no being should be without dignity! Although I will need more than a plan for escape for I cannot leave this place without the sword of my grandfather. Do you know where the Drow might keep confiscated weapons?"
Diplomacy: 1d20 ⇒ 8


Male Human 59/66 hp Ranger(guide variant) 6
Magnu123 wrote:
** spoiler omitted **

I go up the stairs, more so I can find the group than any other reason. Casvian doubts the next group of slaves will be able to fight as well so his new "friends" are his best hope for an escape.


Alric:
You have just finished figuring out that this seal/puzzle requires you to move 4 bolts out so that 4 triangles remain in the pattern, but before enacting this, you hear very heavy footsteps advancing down the hall. Instinct kicks in and you dive behind the shelter of the curtain. Peeking out, you see a groggy dwarf on a stretcher being lifted by a drow and a human with a dog in toe. The dog pauses and growls towards the curtain, but the human whistles towards the dog, before looking back and seeing you behind the curtain. His eyes point towards the entrance and look desperate. "Move it, boy! That dwarf is about back on his feet." Comes from the drow, who shoves the stretcher forward, almost causing the human to lose his footing. You think the human means for you to follow him stealthily. Perhaps more-so than you have been.

Thundrik. Argent:
Argent's speech comes of as somewhere between sarcastic and pompous. Miro looks to Thundrik, who seems a bit more grounded. He addresses the dwarf now, intentionally ignoring Argent. "We do not speak of such a thing as escape. Many have tried, almost none have succeeded. You will need to escape the city physically, and ensure that you remove the ring as well, or they will be able to track you. As far as weapons, there is an armoury north and west of here in the city proper. You might try there, but I have also seen a new blade adorning the temple walls when going for the weekly ritual of will-draining. Be careful and precise in any case as you go, the social climate here tells me that the drow may go for a mass grave of slaves than risk a large scale escape.

Casvian:
init, please and also note the map on our site. As you come up the stairs, you are greeted by a person much smaller than you expected. A small drow girl, seems surprised to see you, but she tries to put up a brave front after seeing your drawn bow and the look in your eyes. [b] " Oh, you're awake. Well I suppose you're thinking about killing me? haha! I'll scream and then the guards will be here to kill you too. " Her inexperience at bluffing tells you that she is nervous, but she is not lying in any case. Her hand cautiously moves towards a hand-crossbow at her side as well, but her hand trembles slightly, betraying her actions


Not sure if you're having the same problem opening the previous post, but I'll repost just for expediency and certainty

Casvian again:
As you move up the stairway, you are met with the shocked voice of a drow woman. There is no light and you cannot see the upper floor, but you are fairly certain that the movement upstairs is too small for an adult. She speaks a shaky common, with a thick accent It sounds scripted. "I see you're awake. Welcome to your new life, slave. Any escape and you will meet your death. Accept your fate and get to work. " There is a short pause, and then the voice continues, much less confident, sounding even child-like. " Yeah, ... work, or you will be troubled. "


Male Human 59/66 hp Ranger(guide variant) 6

"Who is going to kill me? Clearly you have no one of my skill level here. I would like MY bow back also, not this second hand imitation you tried to pass off to me. I would also like to see the other prisoners. I will go hunting and empty the pot when you start to cooperate."


Casvian:
The voice seems more nervous than before, but the thick accent tells you that her knowledge of common is only limited. She has not understood everything you have said. "The guards kill you. I will scream and tell them to come. now go empty my chamber pot! These last words resonate loudly and you feel a compulsion to obey.

initiative and will save, please.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Lingering a bit on the idea of the door, Alric decides to follow the stretcher.
If the drow want to keep that dwarf down, more than enough reason to ensure he gets up
Stealth 1d20 + 2 ⇒ (5) + 2 = 7 sigh


Male Human 59/66 hp Ranger(guide variant) 6
Magnu123 wrote:
** spoiler omitted **

I had a feeling that would not go over well :)

Init:1d20 + 10 ⇒ (15) + 10 = 25

Will Save:1d20 + 4 ⇒ (7) + 4 = 11


Alric:
A piece of the drapery catches and rips noisily on a buckle of your backpack. Varese, still staring off into space says "Did you hear that? " He then whistles and rips his clothes, laugh-sobbing quietly to himself. The drow turns to face you, dropping her end of the stretcher, and causing the dwarf to groan noisily. "Get out of here, boy! Leave this corridor! " The drow's voice rattles inside your brain, but you do not have to listen anymore. The human's eyes spring to life, and he presses against the corridor wall, trying to avoid any pain that may come.

initiative please

Casvian:
You move quickly up the stairs into the darkness, certain of exactly where you are meant to go. Once you grab a hold of the pot, you are able to empty it in any way you see fit, but the girl has gone down the stairs by this point.

Seems we're all online right now. Anyone have msn or similar we could do this in real time?


Male Human 59/66 hp Ranger(guide variant) 6

flying pots:

Attack with pot: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

edit:roll to confirm 1d20 + 3 ⇒ (12) + 3 = 15
if confirmed
1d4 + 2 ⇒ (2) + 2 = 4


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Initiative 1d20 + 4 ⇒ (17) + 4 = 21
Alric curses to himself.
"If I was meant for stealth I'dve been born a halfling!" he thinks.
Summoning his power Alric blasts a bolt of acid at the drow, then moves to the puzzle door.
Acid Arrow attack 1d20 + 5 ⇒ (16) + 5 = 21
damage 2d4 + 2 ⇒ (2, 2) + 2 = 6 Arcana, 1 more round remaining

Edit: YES!!! Dice, I forgive you.


Alric:
the drow is caught unprepared for your attack, and clutches at its eyes as they fill with painful tears.

" You little Whelt! Freeze!

Will save


Male Human Magus (Blade Bound, Hexcrafter)5

No MSN but I do have yahoo so..
Argent will stay silent and listen intently at whatever the halfling says to Thundrik.


Thundrik listens to the halfling, noting the dead hope in his eyes. Part of him wonders if escaping is even worth it- yes, freedom is a wonderful thing, but he imagines he could get used to living a life of imprisonment if he needed to. And staying here could let him forget about what had begun happening to him- but in the end, he wasn't just here for himself- he was here with other people who wanted- needed- to be free. Settling down to a life of monotony could happen, but it would have to wait.

"Well... yeah... I s'pose we'd have to get weapons, 'n... If we're going to escape, I'll have to break the chain. When d'you s'pose we should do that?"


Thundrik:
The halfling sees in your own eyes a personal battle and he places his hands on your shoulders. "We'll make it through this." A spark of adventure can be seen re-igniting in his heart. He walks the group towards the edge of the bed area and checks for anyone watching before digging under some soil and uncovering a small egg. "This represents much for us here. Life, freedom, potential. " His voice catches ...Hope.

"I want you to have this too. " Underneath the egg is a brooch, which he attaches with great ceremony to your cloak.


Now to your questions: I don't have much information for you. I'm no tactician, but the chain needs to be broken when they can't stop you. It has a lot of give, so maybe knock them out first. I'm not sure what else to suggest.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Will 1d20 + 3 ⇒ (1) + 3 = 4
Edit: I retract my previous dice-related statement.

Acid Damage 2 2d4 + 2 ⇒ (1, 3) + 2 = 6 Arcana


Alric:
"Can't we all just get along? " Says the Human, then reaches to his side and lunges at the drow with a longspear, but his balance is off and he misses. The drow is not impressed by this turn of events. "You too? Looks like I show you what happens when you disobey. " He then reaches down and touches the dwarf, who settles into silence as the veins of the drow grow and he looks more ferocious. Alric is held by a magical force this round and finds himself unable to move.

another will save to free yourself.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Will 1d20 + 3 ⇒ (10) + 3 = 13


Male Human Magus (Blade Bound, Hexcrafter)5

DM:

Spoiler:
what Items are around like hammers, spikes, etc? How far are the guards from us? Is the ground packed earth or something more substantial?


Alric:
Not quite enough I'm afraid You attempt to shake off the effects of the drow's magic, but his force of will is too strong. Fortunately, there is another target in the room for the drow to focus upon. The two combat for a moment longer. The human looks to stab once again at the drow, but he misses a second time. The drow takes his own stab with a rapier. His pulsing veins show through as he hits home with the human.

One more will save.

Argent:
Everyone has a pickaxe. The map should be up online. They are circling and watching. You can choose when to act. Railway spikes are available as well. Some small metal bowls and buckets for eating and...post-eating. The earth is loose from dropped soil being mined out and coming out of the minecarts.

Thundrik:
You recognize this as a lead mine. There's something about lead and magic, but you're not sure what it is. Pickaxes are readily available and railway spikes for the minecarts. There are three chain gangs in total. There is a silent human attached to the end of your group. His eyes seem truly empty. He is obviously not "awake". You suspect he will be a hindrance to combat, but not an insurmountable one.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Will 1d20 + 3 ⇒ (13) + 3 = 16 Once more, with feeling


Male Human Magus (Blade Bound, Hexcrafter)5

"I think I have a plan." Argent whispers to Thundrik. "We have to be quick and use the weight of the fully loaded mine carts to crush a few links of this chain. I'll distract the closest guard."

When it seems as though his friend is ready Argent looks fiercely at the guard as he approaches his infernal tattoo twinkles bitterly as a slight tear of blood trickles from his right eye. Evil Eye :DC15 I'm going for a -2 to skill checks on this one. If he fails it lasts 6 rounds if he saves it lasts one round.


Alric can take his next action.

Argent and Thundrik can align themselves however they like with their party of four. Each must be within 15 feet of the next. One step up possibilty is up on the site, but make changes if you like. Decide which chain{s} will be crushed.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Alric opts to blast the drow first and defend later, with the drow between him and the door, there aren't many other options.

"Come on Dwarf! Wakey wakey life's at stakey."

Acid Arrow 1d20 + 5 ⇒ (12) + 5 = 17
Damage 2d4 + 2 ⇒ (3, 3) + 2 = 8 Arcana


Alric:
The drow finally succumbs to its acid burns and collapses. The dwarf does not stir. The human and his animal companion now stand in front of you, with the door looming behind. He allows you through to do your work.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Alric relaxes just a hair as the drow crumples. First kill is mine, haha!
He then whispers his armor spell into being, preparation is life after all.
After confirming the death of his opponent, he moves to the door, studying it at length. As he does he speaks over his shoulder at the man and his dog.
"I'm not sure who you are or how you got here, but you fought the guard and so I know you desire freedom, as I do. Now is the hour in which the battle is joined. If you would join me, we can make the bid for freedom together. What say you?"

As he speaks his eyes light up in understanding. Carefully he removes four bolts from the pattern.
Top of the diamond, left side;
moving directly downward the one sloping toward the center;
across the center, the one directly in line with the second.
then directly downward again removing the bolt on the right side of the lower point.


Sorry I haven't been super-responsive, I've been busy with work lately.

Thundrik thanks Miro for the brooch, and he takes the egg and finds a safe place for it. Once Argent is ready to begin their escape, he takes hold of his pick, and readies an attack against the chain, hoping to seprate himself from the sunken-eyed human. On Argent's signal, he attacks the chain, as strong as he can.

1d20 + 7 ⇒ (2) + 7 = 91d6 + 12 ⇒ (5) + 12 = 17

He's wielding his pick two-handed, and power attacking.

Edit: WOW. Big ol' whiff.


Alric:
The door yields after you solve the puzzle and it opens with a smooth glide. The human, clearly a druid, seems thoughtful for a moment, but nods his head and moves into the room with you. Inside there are rings bolted into the floor, an alchemist's lab on a table, and a wall of canopic jars, glowing blue-grey with magical forces. You recognize these as the jars used upon your group previously. Finally, hanging from the table on display is a sword, which glows brightly as you enter the room. "Hey! What's going on out there? I heard fighting! " Seems to come from the sword.

Thundrik:
You manage to chip off a single ring of the chain connecting the front three of you to the one in the back. Argent's signal seems delayed longer than you expect though, as he realizes he has to improvise something. Init please

Argent:
evil eye requires that you be able to see your opponent. You can't without a light source. I'll assume you cast light in this round after realizing that you have no where to aim your evil eye just yet. initiative please and decide where to place your light spell. You blindly prepare yourself for a fight, deciding that you need to even the battlefield. There is a satisfying ding as Thundrik strikes the chain against the rails.

Casvian:
Dratis leads you along a long distance before finally settling in a large cavern. You can tell this because of the luminescent fungi on the walls here, giving off a calm glow. There are 5 exits to this room other than the one you came in by, and your choices seem equally disinteresting. Dratis is unsure yet which one to go to, but he is sniffing about and looking down each way.


Male Human 59/66 hp Ranger(guide variant) 6

Perception check to see if I can hear anything: 1d20 + 14 ⇒ (15) + 14 = 29


Initiative: 1d20 ⇒ 2

Oh, and I had forgotten inanimate objects can't dodge out of the way. So I guess even rolling a two wasn't such a bad roll. :-P


Male Human Magus (Blade Bound, Hexcrafter)5

Didn't know we were in the dark :P So yeah I'll cast a light spell first before I do the ooky eye thing. lol
Initiative:1d20 + 2 ⇒ (18) + 2 = 20


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

"Wait that voice....from the bar?"
Also I look for any of my possessions or other contents of the room.


T & A:
Round 1. Init: Guard 1=.Argent =>Guard 2 =>Thundrik=>Miro
The guard notices your group separated from their work and yells in your direction, moving towards you. Argent casts a light spell on a rock touching his foot. The second guard also advances upon the group, dropping his whip and wielding a rapier. Thundrik breaks the chain and unhooks Argent from the human. Miro holds his action.

Cas:
further to your east, you think it's the third tunnel out of five, there is the sounds of squeaking animals. Perhaps flapping noises as well.

Alric:
Some fetishes and other unusual implements of drow ritualistic nature. Of note is a jug containing a fluidic oil. Searching behind the altar, you find part of your inventory. Your cold iron dagger, silver weapon blanch, 2 potions of cure light wounds, one of endure elements, your scroll cases, and your alchemist fire. The rest of your supplies are not in this room. [b] " You're bloody right, from the bar! Where in the Abyss has your mind been. I've seen you in here FOUR WEEKS and you decide to come to now?


I'll go ahead and post my next turn, in case you guys get to that point before I'm able to respond again.

After breaking the chain once, Thundrik realizes they've caught the guards' attention, so he knows there's no turning back. He uses his pick on the chain once again, this time attempting to break the connection between himself and Miro.

1d20 + 7 ⇒ (8) + 7 = 151d6 + 12 ⇒ (3) + 12 = 15


Male Human 59/66 hp Ranger(guide variant) 6

I point toward the tunnel with the noise and head that way.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

"Wait, four weeks?" Alric exclaims as he gathers his recovered equipment, apparently accepting the fact he is now talking with a sword.
"What happened? Where did they put the rest of the gear? And what are these jars?"


Ugh. office party guys. A bit "disorganized", but I'll post so you have something to do.

Thundrik breaks his chain, but just barely. It looks like he may not be able to walk away without bending the link a bit further.

Alric: " Yup, 4 weeks, you've been out of it. Weekly these jars have been filled with some little worm-looking things from your fore-heads. I can only assume these are your 'wills'. Some of them wander out of the jars and sneak off each week. Didn't see what happened to your gear. "

Cas: The orc follows you into the darkness and the smell of bat guano fills the air.


Argent, Thundrik:
Guard 1=.Argent =>Guard 2 =>Thundrik=>Miro
The drow guards close upon the party. The guard shouts at Thundrik "Cease!" But, the effect seems to be lost upon him as the dirt on his body dampens the magical effect oddly. Argent's eye bleeds frightening, and the drow guard seems terrified for a moment, but he is still able to cast his darkness spell to cancel out your light. Thundrik smashes the next chain link, with a bit less gusto than the first, but it'll do. Miro undoes the chain from his end, and then jumps behind the full minecart, The orc pushing this cart is stalled, wheels caught up on chunks of chain.

Casvian:
You are told that there is a large cavern overhead, which appears to be the source of the bats. Many flock in and out, but they do not appear to notice you. The rock face is slick and smooth with bat droppings, but there is a clear piton that could be held about 15 feet up. Acrobatics if you want to jump up.


Male Human 59/66 hp Ranger(guide variant) 6
Magnu123 wrote:

** spoiler omitted **

** spoiler omitted **

Spoiler:
Assuming Longstrider is still active I have a +12 bonus which is an automatic 3 feet of vertical leap. I don't know if that skill accounts for height, but if it does then I am at 9 feet so I need 6 more feet so I need to an 8 on the dice.

:1d20 ⇒ 3

edit: I can't make the jump it is too high, even if I take my armor off. I will continue walking.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Having finished reclaiming his gear, Alric then reaches for the black blade...


Once again, I'll just post my turn right now.

Hearing the guard's command, but somehow not being affected by it, Thundrik readies himself to attack them once they get near. And, heck, he even tries to act like he's under their control.

He's going to attempt a bluff check to make them think he's mind-controlled, if he can even do that, and meanwhile he's going to ready an attack with the pick against any drow who comes within his threatened space.

Bluff: 1d20 - 2 ⇒ (4) - 2 = 2

Attack (if it ever happens) 1d20 + 7 ⇒ (6) + 7 = 131d6 + 12 ⇒ (5) + 12 = 17

Wow. Uh... I think Thundrik basically is like, "Uh, I'm under your control, dude. Gosh, I'm totally not going to attack you when you get close to me. I promise. Now come here so I can hit y- I mean, NOT hit you."


That's 3 days for Argent. You still around, buddy?

Alric:
The blade feels odd in your hands, like it just doesn't fit. The druid in the room remains silent as this process occurs, he appears to be carefully studying the events going on around him and learning.

Casvian:
You jump once a bit haphazardly at the piton, but find yourself unable to reach up. You decide that whatever is up there must not be worth the effort and turn back towards the main chamber. Dratis tells you he would like to explore the first chamber that was on the left.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Feeling the odd balace of the blade, Alric gives it a few swings and grimaces. "Prob'ly should be returning this to that blueblood."

Then noticing the druid still standing behind him (has he even so mush as spoken?) and barks an order
"You there, don't just stand there! Drag that body in here and strip his gear."

Without looking if the quiet fellow obeyed, he turns to the shelves and smashes the row of jars with his borrowed sword.
Yes, things where about to get fun.

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