Ancient Solar Dragon

Stiehle's page

Organized Play Member. 106 posts (6,012 including aliases). No reviews. No lists. No wishlists. 13 Organized Play characters. 18 aliases.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Hi Evindyl! The site pointed out by Morrow is definitely a great online resource for the rules if you don't have your books anymore, though I don't know if they have an automated generator. I tried looking around a bit with Google, and I actually did find this:

https://dnd3rd.sourceforge.net/

Not sure how effective it is, but it's a start anyway.


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Hey Critzible, there actually WAS a dwarven wizard in the party for a bit, so that'd work fine! Though a cleric is definitely needed.

I don't know of an online character generator for 3.5 Evindyl, sorry about that.

Azure_Zero, I'm not a big fan of half-monster PCs in the game, sorry about that. They'd be hard-pressed to be allowed into a city like Greyhawk, and given how many half-monstrous evil NPCs the party has run into, they wouldn't likely give your PC a chance to open their mouth before attacking. And even if they DID hear you out, there wouldn't be a realistic chance of trusting your character even the tiniest bit.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

A baby daughter can definitely mess with one's schedule, believe me I know! My daughter was born when I first started pbp gaming about 25 years ago and I still remember how tough it was to post. Not just the time involved, but the creative energy needed to do so. Anyway, hopefully your Campaign page will become uncluttered soon. I'll still keep an eye on the campaign in case Tarandor returns. Hopefully his family is doing well!


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Male Barding (Big Folk)| Endurance: 25/25 | Hope: 13/13 | Parry: 18 (w/ shield & sword combo) or 16 | Bold, Eager, Burglary, Prowess | Sword 2, Bow 1 | 'Fell' Longsword (can use 2-Handed), 5 Damage, 18 (20) Injury | Fatigue: 0 | Character Sheet

Their hard labor is rewarded by the magnificent sight of the gates - probably crafted by elves, the barding thinks as he gazes at the scenes depicted. His eyes fall upon the lock, and he smiles a bit. "Perhaps I can do something about this..." He ventures, drawing a set of lockpicks out of his pocket and going to work.

Stealth (Lockpicks): 1d12 + 2d6 ⇒ (12) + (5, 5) = 22 vs DC 15

Not sure how Jotun's Burglary feature comes into play here. Does it give him additional dice? With that '12' it might not be necessary, but just in case it does I wanted to mention it.


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Male Barding (Big Folk)| Endurance: 25/25 | Hope: 13/13 | Parry: 18 (w/ shield & sword combo) or 16 | Bold, Eager, Burglary, Prowess | Sword 2, Bow 1 | 'Fell' Longsword (can use 2-Handed), 5 Damage, 18 (20) Injury | Fatigue: 0 | Character Sheet

Take care of yourself and your family first my friend, we'll be here whenever you're ready to take up the reins again. Hope you feel better soon!


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Take care of yourself and your family first my friend, we'll be here whenever you're ready to take up the reins again. Hope you feel better soon!


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

I owe y'all a post in a big way, but this one takes a bit of time to craft, what with all the rolls involved for your competition! I'm looking at getting it done tonight though. Thanks for your patience!


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Male Barding (Big Folk)| Endurance: 25/25 | Hope: 13/13 | Parry: 18 (w/ shield & sword combo) or 16 | Bold, Eager, Burglary, Prowess | Sword 2, Bow 1 | 'Fell' Longsword (can use 2-Handed), 5 Damage, 18 (20) Injury | Fatigue: 0 | Character Sheet
GM Tarondor wrote:
Oh, we need Sargon, too!

Sargon continues to wield his longsword with typical elven finesse.

LONGSWORD{5/16/16}: 1d12 + 2d6 + 2d6 ⇒ (9) + (2, 3) + (6, 2) = 22 Inspired & 1 Hope

5th Hope Point Spent

Oops, yeah I saw Sargon posted for Bain, but I think he forgot his own action - either that or the board ate his post... I'll roll for him here, based on his last action. Use that 6 'rune' result for a Heavy Blow, I'm thinking.


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Male Barding (Big Folk)| Endurance: 25/25 | Hope: 13/13 | Parry: 18 (w/ shield & sword combo) or 16 | Bold, Eager, Burglary, Prowess | Sword 2, Bow 1 | 'Fell' Longsword (can use 2-Handed), 5 Damage, 18 (20) Injury | Fatigue: 0 | Character Sheet

Moving into a new place, I'll be back online after this weekend, but then taking a short vacation. My posting will be spotty until Monday, 6/12. Going to try and post once or twice during that time, but if I go radio silent you'll know why - so feel free to bot me. Thanks folks!


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

His knee-jerk reaction that flashes through his brain is a solid NO. This isn't their war, after all. But besides having an innate desire to assist a fellow soldier fighting to protect his home, Cor thinks back to Sundstrom's briefing. He had made the point of letting the senior officers know that making friends with the local government here on Bularia was of paramount importance. Further, concerns about the ties of friendship between this world and the Imperium could perhaps be undermined to some extent, given the current situation. The Imperials, after all, had declared a 'hands off' approach to the crisis - even threatening those that might lend assistance by shooting down any ship that launched. Perhaps the Sword Worlds would be remembered for coming to the aid of the local government. Starting right here. Maybe this was a mistake, but if it was, he would accept the responsibility on his own shoulders.

All of these thoughts went through Cor's mind as he grinned at Jorsein. "You've got it. Give me five minutes to get to the armory and get armed and armored up. We'll have you with all the vehicles we can spare as well as some personnel to help in the fight."

Getting suited up, Cor also uses his comms to call into the bridge to see if Sundstrom had called in for assistance. Lastly, he sends orders for the command team, as well as any available security forces not currently detailed to protect the ship, to meet him in the cargo bay.

OK then, after looking back at the briefing we got, I do think that maybe we get involved here after all. If I'm wrong, Cor will take the blame upon himself for making a bad decision. But he does want to first make sure whether Sundstrom has been in communication with the ship at all, and if there are any orders in place that he won't be violating. We'll take as many vehicles as the ship can spare, leaving at least one in case of emergency, as well as any security personnel that can be spared without jeopardizing the safety of the Skander. Other than that, grabbing my armor and weapons.

ARMOR: Cloth +8 / TL10 / 3kg / Chameleon, IR [TL12] (DM -4 to detect with sensors); Self-Sealing [TL 11]; Magnetic Grapples [TL 8]

WEAPON: Laser Pistol / TL 11 / 30m / 3D+3 / 1kg / 100mag / Zero-G
AND
WEAPON: Laser Carbine / TL 11 / 200m / 4D+3 / 2kg / 50mag / Scope (TL 7), Zero-G
AND
WEAPON: Blade / TL 2 / melee / 2D / 1kg


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Cor responds. "Captain Jorsein, this is First Officer Corellon Anders confirming that we will take the wounded on board as requested. Good luck."

Glancing at the others, he nods in response to Zaeta, but glances at Freyjason. "I don't believe your warning was needed, nor that we have the authority to declare war. You'd best hope that your transmission doesn't have serious repercussions. For now, let's move and get the wounded aboard Skander." With a quick hand signal, he motions for a retreat back to the ship, covering the civilian vehicles as best they can while on foot.

Yep, let's head back to the ship as quickly as we can. This isn't our war, and Captain Jorsein himself fairly well summed that up.


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Ouch, heal up fast Zaeta! I hate eye injuries/issues - it's pretty much a phobia with me...


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Male Barding (Big Folk)| Endurance: 25/25 | Hope: 13/13 | Parry: 18 (w/ shield & sword combo) or 16 | Bold, Eager, Burglary, Prowess | Sword 2, Bow 1 | 'Fell' Longsword (can use 2-Handed), 5 Damage, 18 (20) Injury | Fatigue: 0 | Character Sheet

With a howling war cry, Jotun lets go the hand strap of his shattered shield and takes a two-handed grip of his sword, slashing with fury at the enemies that threaten to surround them!

Jeez, this is getting grim! Continue to take a Forward Stance and use another Hope point. Might as well not go down with anything left in my pocket, right? Will again use my Bold feature to get that extra dice on my 1 Hope point used this round - if that's allowed? Or can you only use your feature a limited amount during a battle? If that's the case, just drop that second (and last) d6 roll below.

Longsword (+1d Forward Stance, +2d Bold/Hope): 1d12 + 3d6 + 2d6 ⇒ (4) + (4, 2, 3) + (2, 5) = 20 vs TN 15
Damage 5 / Injury Score 20 (two-handed, Fell Weapon)

Protection 4d (3d [armor] +1d [helm])
Parry 16 (16 [base] +2 [shield (shattered!)])
4 Hope Points spent from Pool (13)


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Male Barding (Big Folk)| Endurance: 25/25 | Hope: 13/13 | Parry: 18 (w/ shield & sword combo) or 16 | Bold, Eager, Burglary, Prowess | Sword 2, Bow 1 | 'Fell' Longsword (can use 2-Handed), 5 Damage, 18 (20) Injury | Fatigue: 0 | Character Sheet

For Sargon:

The elf tries to break out of the grapple with the pirate...

So Brawling uses the highest combat proficiency of the character, but at a disadvantage (1d), so that'd be Sword at only 1d6, if my interpretation is correct. Being stuck in Forward Position though gives him back another 1d6. If all this is correct, the roll is below:

Brawling: 1d12 + 1d6 + 1d6 ⇒ (11) + (4) + (2) = 17

Good Lord... Eye of Sauron? Really?


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

I'm going to wait a bit to make another post until the GM confirms in a game post that the fence is actually breached. Going back, I think the only one that has mentioned the breach is Rynar, correct? At the moment, in terms of the 'official GM posts' in the adventure, I think that our team and the civilians are currently on the 'wrong' side of the fence and Rynar is speeding toward it, intending to ram his way through.


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Male Barding (Big Folk)| Endurance: 25/25 | Hope: 13/13 | Parry: 18 (w/ shield & sword combo) or 16 | Bold, Eager, Burglary, Prowess | Sword 2, Bow 1 | 'Fell' Longsword (can use 2-Handed), 5 Damage, 18 (20) Injury | Fatigue: 0 | Character Sheet

Seeing Bain taking several brutal hits by the pirates and Sargon grappled by one of the enemy, Jotun shouts another inarticulate battle cry and hurls himself against the sailors with reckless abandon!

Take a Forward Stance and use another Hope point, as things are starting to look a little desperate here. Will also use my Bold feature this time (as I mentioned in my last post) to get that extra dice on my 1 Hope point used this round.

Longsword (+1d Forward Stance, +2d Bold/Hope): 1d12 + 3d6 + 2d6 ⇒ (10) + (3, 1, 3) + (2, 2) = 21 vs TN 15
Damage 5 / Injury Score 18 (one-handed, Fell Weapon)

Piercing Blow! No Success results though... that kinda stinks. But the Piercing Blow does extra damage, I think?

Protection 4d (3d [armor] +1d [helm])
Parry 18 (16 [base] +2 [shield])
3 Hope Points spent from Pool (13)


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

That would account for the seating area I presume, but how about the cargo area? Looks like it holds 1 ton of cargo? I'm presuming that area is nearly empty? If a total of 10 is the maximum limit for the SUV, let's get those who are having the most difficulty keeping up get in there.
The rest of us will follow on foot. Once those nine are dropped off, Rynar can double back along his route and meet us. If we run into trouble, we've got the comms to give him a heads up - and vice versa.


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Cor allows a small grin to erupt on his face. "We had to make it up as we went, surely you of all people can appreciate that. Besides, how much more warning did you need, I sent the plan over the comms more than an hour ago. Only the point of extraction changed at the last minute once we could survey the area. Seems that the rebels might be pinned down a short distance away, but that doesn't mean they won't be here soon after your little stunt. Ever hear of bolt cutters? What, they don't have any aboard the Skander?"

He makes certain all the civilians are aboard (or as many as will fit) before deciding how he and the others will return to the ship. As the civilians board the vehicle, he keeps a watchful eye in the direction of the main gate, his carbine held at the ready.


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Cor calls out on the comms for the other vehicles to stop as he assesses the situation...

So we're a half mile out from the cordon site, correct? Where the plan is to have our armored cars meet us at the entrance to the landing facility and cause a distraction to let us slip through either by force or stealth. Does it appear that if we leave the vehicles behind, we can slip past this barrier on foot by going wide around? Does it appear as though they've seen us?


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Cor grins at Zaeta. "Well, I've been a few skirmishes while in the Army, so if it's a fight we're in for, then that's what we'll do. But if we can find a way to sneak in the civilians rather than risk them in a fight, we'll take that option instead. Things should be more clear once we get there, so the plan might have to change depending on the situation we encounter."

When Frey speaks, he shakes his head in the negative. "Lady Estrella confirmed that the Imperial Captain is enforcing a no-fly zone - or at least nothing beyond grav cars. I won't risk any of Mangus' ships in violation of that order. It seems as though we're being granted a bit of leeway here, let's not push our luck."

Definitely take the weapons and anticipate a fight, but maybe we'll find a chance to sneak in. I'm thinking we'll have to see what the situation looks like when we get there. Even if we can't all sneak, perhaps we can engage the rebels opposite the armored ground cars from the ship and give the civilians an opening to get to safety first and then look to get our own butts out of there. As far as flying any ships around, I don't think it's a good idea. We'll have to rely on our weapons as well as any that might be mounted on the ground cars (or grav cars?) brought out from the Skander. Tarondor, can you confirm if the ship has any of those? And whether any of the ground or grav cars have mounted weapons? Hopefully between us and the security forces that will meet us, we can handle the rebels at the cordon site.


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Cor takes into consideration all of the possibilities and nods to the others. "I know there are serious reservations to staying here and waiting for the army to arrive. Well, this seems to be our opportunity to get everyone out safely. I think we can avoid the most dangerous areas of the city until we get to the starport. When we get close enough, we'll call our own security team to get in those armored cars and get their attention just before we arrive. At that point, we'll sneak past during the distraction and get the civilians to the Skander, Frey will have better medical facilities to treat the wounded and we'll be in much better position to protect our charges until the local military resumes control. What do you think? Anything I'm overlooking here? Speak up if you see something, if not, let's make this happen."

What do you all think? Any other thoughts or suggestions? In a nutshell, we take these cars already on the premises and load them up to the gills with the civilians. We've got the four of us as well as Grete and Lady Estrella to drive, so hopefully we can get everyone into six cars/vans/whatever or fewer and drive out of here, avoiding the fighting/looting on the streets. As we get close to the starport, we have Skander security drive those heavy armored cars to meet us and get to the blockade first, firing on the rebels to pin them down and distract them so we can sneak through - maybe on foot, if need be. If we do have to abandon the civilian cars and go in on foot, we can transfer folks onto those armored cars after they disengage, depending on the situation there and get everyone back to the Skander.


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Cor smiles grimly at Lady Estrella. "We won't leave these folks to the rebels, they'll likely either wind up dead or used as hostages. Let me see what kind of reinforcements we can get without violating the orders of the Imperial Cruiser overhead. Do you think our ship sending ground cars would bring any retaliation?"

If she indicates that doing so would be a safe approach, Cor communicates with Skander and requests security personnel to be sent to City Hall via armored ground vehicles as soon as possible to help fortify against rebel incursion. He also asks for any updates to the situation of Magnus and his party and information on local army movements to determine when help might arrive. Lastly, Cor suggests that he, Crastor, Frey and Zaeta take up positions to watch each side of the building from a place of cover to watch for any sign of rebels moving in.

OK, so if I'm reading things correctly, the Imperial Cruiser isn't taking any overt action against the rebels to maintain their non-intervention policy, and have threatened to shoot down any ship that takes to the air. We are looking to get reinforcements to City Hall to help us fortify against any potential rebel invasion until the army gets here to help out. Would armored ground cars violate the Imperial Cruiser's orders? Is their ETA such that it'd even help?


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Thanks folks! I'll start looking these over tonight and over the next couple of days. If I have questions, I'll definitely ask - but any information you can give me for 'non-standard' feats and abilities would be great. Heck, just cut/paste them from whatever source materials is out there - that's really I need just to cut down on the time I'd spend looking it up. My go to site is Nethys, as I like how they organize their stuff and there aren't any ads cluttering up my screen on that site.

Again, I'm thinking I'll take two applicants for this one, preferably one that can pick locks and such and the other will be whoever seems a good match for the group.

Thanks again for the interest, and I'll definitely have a decision by the end of the week and probably sooner!!


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

I'm with Frey on this one. Besides, we're supposed to play nice with the current government, I think. They're the ones being attacked at the moment. I suppose if we can extricate ourselves without getting involved that'd be ideal, but if we need to pick a side and take someone down with violence, it's the ones holding the guns, I should think.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

No worries, that was another issue with the game in that players weren't familiar with the ruleset. Again, in a tabletop environment you'd find the rules very easy and quick to learn and use, but it became cumbersome in a pbp environment.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

I apologize folks, I'm just not feeling that this DCC adventure is flowing well using play-by-post format. Usually these games flow quickly on tabletop, which is part of the charm of the simplistic rules - especially on these kinds of funnel adventures. I'm going to call this one off at this point, and I do apologize for the decision. The pace is simply too slow for me to have fun running it. I do hope though that if you get the chance to play DCC in a tabletop game, give it a shot. I tried for the first time at GEN CON 50 and loved it.

On a similar note, if you like the idea of an old west themed RPG (remember Boot Hill anyone?) meets Call of Cthulhu, I'd strongly recommend Weird Frontiers. That one was a Kickstarter that has recently been completed and should be coming to game stores soon, I'd think. Beware though, the rulebook is mighty! Thicker even than the DCC rulebook, and that's saying something! The two games share essentially the same ruleset, so crossing over from one to the other is easily done.

Anyway, thanks for your patience for giving this game a try folks, I truly appreciate it. Hopefully will see you again on the board!


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Oops! 2d6 I think!


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Charmy heads up alone to scout and is nearly at the top of the ladder when he catches sight of a figure peeking down through the opening before quickly drawing back and out of sight...

No checks needed to climb the ladder, it doesn't look like much but it's sturdy enough and so long as you aren't fighting or doing something dangerous you don't need to make a STR check to climb up. At the moment, only Charmy is on the ladder, about twenty feet below where it appears to enter into a room he can't really make out except for the opening that the ladder leads up to. What is Charmy doing at this point?


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Charmy, right behind Daryl, spots a thin wire stretched across the passage at the last possible moment! He reaches out and touches Daryl's shoulder, just as the man was on the verge of stepping right into it!

Following the wire, it appears to be the trigger for a veritable avalanche or rocks, mixed in with sharp chunks of metal that has been concealed within the thick left-hand wall of the corridor.

Stepping over the wire is easily accomplished, and a bit after that they find that the hallway dead ends - though a makeshift ladder fashioned with lashed together branches, broken spears and twists of rope rises up, up and up some sixty feet or so, it appears. The top of the ladder is dimly visible, as light penetrates through the thin wall from the main chamber that this passage appears to at least partially wrap around.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

In some strange prison dimension with no way home
Weather is clear (you think...) with no sun and an eerie red-tinged sky
No telling what time it is on your first day in this dimension, four days after meeting with the Lady in Blue.

----------------------------------------------

Philip moves into the opening, leading the others who follow as they make their way along the curved passage that runs along the inside of the wall. Their nerves are taut as strings knowing that Cur Maxima is lurking somewhere in that huge chamber, and for a bulky monster the size of a house it sure does move quietly.

The madwoman doesn't answer Berry's question, only mutters to herself and rocks back and forth...

What are you all doing? I've got Daryl in the lead, followed by Charmy, then Stormy (holding the bug cage as a light source) I think. Are the rest of you hanging back or following after? Any other actions being taken?

Map

Attack Roll Modifiers/Dice Chain

--------------------------------------------

CS Links & Notes:

Lemming

Stinky – HP: 1 (of 1)

Chopper – HP: 3 (of 3)

Bucks – HP: 4 (of 4)

--------------------------------------------

Halp

Berry – HP: 1 (of 1)

Charmy – HP: 1 (of 1)

Stormy – HP: 2 (of 2)

--------------------------------------------

Liliyashanina

Marx – HP: 3 (of 3)

Engels – HP: 4 (of 4)

--------------------------------------------

Syrus

Tater – HP: 3 (of 3)

Stave – HP: 3 (of 4)

--------------------------------------------

Phillip

Larry – HP: 5 (of 5)

Daryl – HP: 2 (of 2)

--------------------------------------------

Ferambus

Marco – HP: 3 (of 3)


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

The woman shakes her head from side to side, mumbling to herself as her captors ask their questions. She lifts her head as Marx fashions the dismembered hand of his comrade into a grisly necklace and speaks in a dull voice. "Blue Lady told me I was born for greatness. Lies. There is no escape. No escape. Only death. And madness. The titan sleeps. Always and forever. You should not let the rest of the body go to waste. Good meat there for many weeks, if it is cured well." A bit of saliva trickles down her chin as she watches with eyes that gleam with hunger.

She doesn't seem particularly talkative, except for the whole cannibalism thing. If anyone wants to make a Personality check, roll a d20 and add (or subtract) your modifier for that particular ability score to get something more out of her. Those that took the two spears, feel free to add them to your character sheet by simply adding a text box as a note that you have it.


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Just a heads up I am headed off for a week's vacation starting tomorrow. I will have a computer and an internet connection, so I'm planning to post as usual. But sometimes plans go sideways, so if I'm quiet for about nine days or so you'll know why!


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Just a heads up I am headed off for a week's vacation starting tomorrow. I will have a computer and an internet connection, but who knows if I'll have the desire to post? If the mood strikes me I will try to do so, but I'm quiet for about nine days or so you'll know why!


1 person marked this as a favorite.
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

In some strange prison dimension with no way home
Weather is clear (you think...) with no sun and an eerie red-tinged sky
No telling what time it is on your first day in this dimension, four days after meeting with the Lady in Blue.

----------------------------------------------

Neither body has anything of value, save for their spears - which might be more useful weapons than what some are currently carrying. It turns out that Marco has some rope, and the prisoner is dragged away from the dead body of her companion before the group wakens her with a bit of water and a few light slaps to the face. She eyes the party warily, struggling uselessly against the ropes that bind her...

If anybody wants a spear (1d8 damage), there are two of them. What would you like to ask her?

Map

Attack Roll Modifiers/Dice Chain

--------------------------------------------

CS Links & Notes:

Lemming

Stinky – HP: 1 (of 1)

Chopper – HP: 3 (of 3)

Bucks – HP: 4 (of 4)

--------------------------------------------

Halp

Berry – HP: 1 (of 1)

Charmy – HP: 1 (of 1)

Stormy – HP: 2 (of 2)

--------------------------------------------

Liliyashanina

Marx – HP: 3 (of 3)

Engels – HP: 4 (of 4)

--------------------------------------------

Syrus

Tater – HP: 3 (of 3)

Stave – HP: 3 (of 4)

--------------------------------------------

Phillip

Larry – HP: 5 (of 5)

Daryl – HP: 2 (of 2)

--------------------------------------------

Ferambus

Marco – HP: 3 (of 3)


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Panic begins to creep into the minds of the peasants-turned-adventurers as they consider the unconscious madwoman and the corpse of the madman on the ground. The half-lit corridor ahead beckons, and Cur Maxima is silent for the moment - but where is it lurking? These walls look awfully thin, scant cover from the powerful vines that the creature uses to snatch up those it has called 'enemy' - which apparently applies to anyone that enters this place uninvited. And where is the ally of the Lady in Blue? A cage was glimpsed hanging high above the central chamber where the titan sleeps soundly, but how to get up there?


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Berry slams the hilt of his dagger into the filthy, ragged figure's head and they slump to the ground unconscious...

After a moment's search, the unconscious one is female and the other dead one is male. They look human, but are painfully mutated. Growths, appendages growing where they shouldn't be, etc.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Today is a good day to... halp wrote:
GM West, do any of the madmen look like humans? ;)

They do, though it's hard to be certain, they're filthy and odd looking - like mutated with growths and such bulging from their bodies. Are either of your characters attacking, or just drawing their weapons and readying attacks? If you're attacking, please make your rolls!


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Enels swings the blackjack at the fleeing figure, but they manage to dodge the blow. Marx's spear thrust catches them in the side, drawing a great deal of blood, but still the filthy creature staggers onward...

Second 'madman' is hurt, but not dead.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Daryl takes down the one fighting Engels with a well-placed spear thrust to the chest. The other appears to be headed toward the passage.

Since initiative BEFORE the madmen take their actions doesn't matter too much, everyone but Lemming (and Phillip) can take their actions in regard to the one that's running. I'll go in order of who posts first, as I think that'll be easier on me.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

There is not, only the one tunnel that appears to run along the 'wall' of the main chamber (check out the Map link for a rough drawing.) So it's slightly curved, and in fact there are plenty of ruptures along the right hand side of the tunnel where you can actually see into the main chamber. This does have the effect of giving the tunnel enough light to see by, even if you aren't carrying any light source - though the light will be quite dim and shadowy.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

In some strange prison dimension with no way home
Weather is clear (you think...) with no sun and an eerie red-tinged sky
No telling what time it is on your first day in this dimension, four days after meeting with the Lady in Blue.

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Those outside make a run for it as Marco shouts for them to move in while they can. Cur Maxima claims three more victims during the chaos though, with Frahnk and Bukh torn apart as the others make a run for safety and O'Dweeds snatched as he tries to run past the monster - and is tossed negligently into its glowing mouth that burns with eldritch light. His dying screams echo as the thirteen survivors gather in the small chamber behind the breach. Cur Maxima has disappeared from the main chamber again, probably lurking high up on the walls and well out of sight - though certainly not out of mind.

The party takes a look around, and as Berry notes that maybe the bloated, glowing flies could be used as torches, nobody really finds anything of note in the chamber, until the unfortunate Engels stumbles into something that is indeed hiding in the chamber next to the narrow tunnel leading out. A pair of deranged-looking folk burst out of two deep niches, their filthy bodies having offered a fair amount of concealment - enough to surprise Engels who stumbled upon them at any rate.

One darts for the passage, the other lunges at Engels with a short, makeshift spear! But his foe misses wildly with the thrust.

Spear Attack (Surprise Round): 1d20 ⇒ 1 vs Engels' AC (10) = Miss!

Madmens' Initiative: 1d20 ⇒ 11
Syrus' PC Initiative: 1d20 ⇒ 12
Lemming's PC Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Halp's PC Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Phillip's PC Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Liliyashanina's PC Initiative: 1d20 ⇒ 11
Ferambus' PC Initiative: 1d20 ⇒ 17

Kriznox appears to be gone for good, so I automatically made Frahnk a casuality. Syrus has checked in OOC but hasn't posted yet, so I made one of his characters the second fatality, and a random roll came up with Bukh as the third. But the good news is that the rest of you are now... uh... safe within the breach. With 'safe' being a relative term, of course! These funnel adventures allow players to roll for initiative using the highest modifier for all of your 0-Level characters, so all of your characters act together - which helps limit the sheer number of actions in a round! All of you can act prior to the crazy folk you disturbed, except for Lemmin's characters, who will act just after them.

Initiative Order BY PLAYER
Ferambus
Halp
Phillip
Syrus
Liliyashanina
Madmen
Lemming

Map

Attack Roll Modifiers/Dice Chain

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CS Links & Notes:

Lemming

Stinky – HP: 1 (of 1)

Chopper – HP: 3 (of 3)

Bucks – HP: 4 (of 4)

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Halp

Berry – HP: 1 (of 1)

Charmy – HP: 1 (of 1)

Stormy – HP: 2 (of 2)

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Liliyashanina

Marx – HP: 3 (of 3)

Engels – HP: 4 (of 4)

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Syrus

Tater – HP: 3 (of 3)

Stave – HP: 3 (of 4)

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Phillip

Larry – HP: 5 (of 5)

Daryl – HP: 2 (of 2)

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Ferambus

Marco – HP: 3 (of 3)


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Glad to see there's still interest! Those outside can immediately make a run for the breach. They might be among the victims snagged by Cur Maxima as I previously described, but the dice will determine that. If the folks outside aren't joining the party (either because of player choice or the player fails to check in), I will presume they flee in terror from the thing rampaging beyond the door and become lost in this dimension forever.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

The thing was harassing you for sure, but it wasn't blocking your path to the breach - as evidenced by the fact that about half of the party made it there without any problem. And yeah, you missed the bit about thieves using some weapons (blackjack, garotte, dagger and dart gun) more effectively with a successful backstab attack - which uses the second damage range. I just thought your guys preferred heavy bags of sand to whack folks into submission or something. And I knew there'd be a learning curve, but rolling attacks is pretty clear cut. Attack modifiers and damage are printed on your character sheets. That's really all I'm asking for at this point, until we all get a little more comfortable with the system.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

In some strange prison dimension with no way home
Weather is clear (you think...) with no sun and an eerie red-tinged sky
No telling what time it is on your first day in this dimension, four days after meeting with the Lady in Blue.

----------------------------------------------

Feel like I'm losing folks here... maybe DCC doesn't translate well to play-by-post? In any case, I'm going to help things along and summarize a bit here...

Those that fight the beast find that their weapons, while perhaps doing some amount of damage, isn't nearly enough to hurt it nearly enough. The thing seems to be toying with them, taking one or two with its tendrils and either tearing them apart or tossing them into its glowing mouth, where their dying screams echo in the chamber briefly - though not briefly enough, in the minds of those who glimpse their own mortality in the face of this horrifying behemoth. Then it retreats up along the wall beyond the range of their weapons, still carrying its last victim, waving them around as they cry out in terror before popping it into its glowing mouth, ending their cries forever. The thing doesn't look particularly hurt, but again its voice rings out in the chamber in a soft, threatening voice. "Please consider this as your final warning. I have been more than patient with your pathetic attempts at rebellion. Leave, or face utter destruction!"

Eventually, the survivors retreat to the breach under the watchful gaze of Cur Maxima and find themselves in a gloomy chamber that smells like autumn leaves after a heavy rain. The chamber is lit by several of the same strange glowing bugs you saw in the main chamber, though these are contained in a hand-woven cage that hangs in the center of the room. The rough-hewn chamber is full of debris, and walking across it will be difficult. To your far right you see a shadowy passageway, slightly curved as it appears to run along the interior wall of the huge chamber you just exited. You can see faint light from the passage, as though illuminated by tiny cracks in the wall that allow the strange light from the main room to shine in.

Berry begins to pick around the debris, looking for something useful as the others...

Those searching please make an INT check. Going forward, if you are attacking an enemy, please make your own attack rolls. It's not much fun for me to run combats when I'm doing all the rolling. Again, maybe DCC just isn't meant for pbp gaming. At this point, I'm going to make this an official 'roll call' pause. Those that post in the next 10 days will be considered active and those that don't will not be continuing on - their characters will be the ones killed in my post above. If I've still got everyone somehow and you've all just been really quiet or something, I'll just roll randomly to see who is dead. Figure it got three of those standing and fighting while the others fled. Yeah, this thing is really, really powerful and you aren't going to hurt it appreciably with those miserable little farm tools or tiny swords you call weapons. Those outside... not sure of your intentions? Are you continuing on with the adventure?

Map

Attack Roll Modifiers/Dice Chain

--------------------------------------------

PC Health:

Kriznox

Frahnk – HP: 3 (of 3)

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Lemming

Stinky – HP: 1 (of 1)

Chopper – HP: 3 (of 3)

Bucks – HP: 4 (of 4)

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Halp

Berry – HP: 1 (of 1)

Charmy – HP: 1 (of 1)

Stormy – HP: 2 (of 2)

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Liliyashanina

Bukharina – HP: 1 (of 1)

Marx – HP: 3 (of 3)

Engels – HP: 4 (of 4)

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Syrus

Tater – HP: 3 (of 3)

O’Dweeds – HP: 3 (of 3)

Stave – HP: 3 (of 4)

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Phillip

Larry – HP: 5 (of 5)

Daryl – HP: 2 (of 2)

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Ferambus

Marco – HP: 3 (of 3)


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Great!


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link
Traveller Referee Tarondor wrote:
6 tons untrained riding animals. Fee: Cr15,600

Ha! Makes me think of 'Safe' in the Firefly series where the crew was carrying a herd of cows through the black. Who's picking up after them, is all I want to know!

Unless somebody wants to take some of that booze with their own speculative funds, I've got no room - even after I free up the 4 tons of cargo space that Frey borrowed from me.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

In some strange prison dimension with no way home
Weather is clear (you think...) with no sun and an eerie red-tinged sky
No telling what time it is on your first day in this dimension, four days after meeting with the Lady in Blue.

----------------------------------------------

As Cur Maxima races toward the group, fully half of them turn to fight with Stinky several paces behind the front line, readying a javelin to throw!

Franhk's Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Bukh's Initiative: 1d20 - 2 ⇒ (18) - 2 = 16
Marx's Initiative: 1d20 ⇒ 17
Engels' Initiative: 1d20 ⇒ 20
Burke's Initiative: 1d20 - 2 ⇒ (14) - 2 = 12

Two of the comrades connect with their blackjacks, though the damage seems minimal. The others miss badly as the monster's vines twist and whip around, one of them grasping Burke, who is quickly and horribly torn to pieces as the other vines growing from its pumpkin-like head tear at his arms, legs and head - though at least his dying scream is mercifully cut short. Marx just barely avoids another grasping vine that brushes the hairs on the top of his head! Stinky's javelin strikes true, lodging into the body of the creature, but it doesn't really seem to notice the sharpened stick jutting from its flesh.

Engel's Blackjack Attack: 1d20 ⇒ 15 = Hit!
Blackjack Damage: 1d3 - 1 ⇒ (3) - 1 = 2

Marx's Blackjack Attack: 1d20 ⇒ 17 = Hit!
Blackjack Damage: 1d3 - 1 ⇒ (2) - 1 = 1

Stormy's Shovel Attack: 1d20 - 1 ⇒ (14) - 1 = 13 = Miss!

Bukh's Pitchfork Attack: 1d20 - 1 ⇒ (14) - 1 = 13 = Miss!

Franhk's Cudgel Attack: 1d20 - 1 ⇒ (14) - 1 = 13 = Miss!

Burke's Battleaxe Attack: 1d20 + 1 ⇒ (11) + 1 = 12 = Miss!

Cur Maxima's Attack: 1d20 + 5 ⇒ (16) + 5 = 211d6 ⇒ 6 vs Burke = Hit!
Damage: 2d6 + 1 ⇒ (2, 6) + 1 = 9
Cur Maxima's Attack: 1d20 + 5 ⇒ (4) + 5 = 91d5 ⇒ 1 vs Marx = Miss!

Stinky's Attack = Hit! Damage = 5!

Those making a run for the breach push past the debris and find themselves in a gloomy chamber that smells like autumn leaves after a heavy rain. The chamber is lit by several of teh same strange globin buts you saw in the main chamber, though these are contained in a hand-woven cage that hangs in the center of the room. The rough-hewn chamber is full of debris, and walking across it will be difficult. To your far right you see a shadowy passageway, slightly curved as it appears to run along the interior wall of the huge chamber you just exited. You can see faint light from the passage, as though illuminated by tiny cracks in the wall that allow the strange light from the main room to shine in.

Just a heads up, normally there is a -1 penalty for 'firing into a melee' and a miss has a 50% chance of hitting an ally. However, this thing is enormous (see the picture on the Map link), so I'm ruling no penalty and no chance of hitting an ally unless you roll a natural '1'. I've also got a crudely drawn map going so you know relative positions, location of rooms and passages, etc.

Map

Attack Roll Modifiers/Dice Chain

--------------------------------------------

CS Links & Notes:

Cur Maxima Wounded (-8 HP)

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Kriznox

Frahnk – HP: 3 (of 3)

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Lemming

Stinky – HP: 1 (of 1)

Chopper – HP: 3 (of 3)

Bucks – HP: 4 (of 4)

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Halp

Berry – HP: 1 (of 1)

Charmy – HP: 1 (of 1)

Stormy – HP: 2 (of 2)

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Liliyashanina

Bukharina – HP: 1 (of 1)

Marx – HP: 3 (of 3)

Engels – HP: 4 (of 4)

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Syrus

Tater – HP: 3 (of 3)

O’Dweeds – HP: 3 (of 3)

Stave – HP: 3 (of 4)

--------------------------------------------

Phillip

Larry – HP: 5 (of 5)

Daryl – HP: 2 (of 2)

--------------------------------------------

Ferambus

Marco – HP: 3 (of 3)


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link
Zaeta wrote:
I get the idea, but I honestly don't think that Magnus will thank us for that... he's also testing us to see if we are good traders, not just relationship builders. We have to be able to negotiate, not just assume we can "buy" friends if it isn't a good deal for both sides.

Agreed! I was just thinking if he doesn't budge or if he seems offended, we 'make nice' and back off to confer with Magnus. But yes, negotiation seems like a fine idea and, I'm presuming, is what is expected here. Just wanted to let Tarondor know that Cor's intent isn't to walk away from the deal if those circumstances were to arise.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

It was very good timing!


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Stormy wins initiative and can ready his attack! Go ahead and roll your attack and damage - both of those are on your character sheet.

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