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Author Topic: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)  (Read 10149 times)

Zako

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)
« Reply #90 on: November 30, 2013, 12:25:14 am »

Gracewyn, silently suspicious, decides to examine the sitting skeletons for more detail while the phantom was distracted by Mathias.

Examine the skeletons. How long have they been there and how could they have died?
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Dwarmin

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)
« Reply #91 on: November 30, 2013, 12:43:05 am »

Mathias kneels down and touches the remains of his skeleton butler with a withered hand that glows death black-the bones begin to sew themselves back up from near total destruction. It should be good to move in a few minutes, or so.

...

Quote from: Diplomancy
1d20+10=23

"...Forgive me, then. I just don't like cold...heartless things. They can't really appreciate my music...but, I suppose I should have thought things over. Sometimes it's hard to think, here. I get very bored and lonely and depressed waiting and when someone shows up, well, I can barely control myself. I guess I may have overreacted...but, it's so hard to wait...

But, for a fellow Wistlander...and the cause of justice...I think I can wait a little longer...please, do come back soon. All of you.

I'll be waiting here until you do. {Until the sun goes over the edge of the world.} ((In Elven))

Might I ask the gentleman's name before he leaves?"
The voice whispers, with a feeling like a fluttering birds wing against a cage.

...

Gracewyn takes the time to examine the skeletons. Despite cinematic expectation, most of them seem about as old as the skeletons against the wall-most of them bear the marks of having been both burned, and violently thrown by massive force-cracked skulls and necks are twisted at unnatural angles and the bones themselves are blackened and crack from the great heat they endured. They've been moved carefully from their resting places, and set into the chairs, with care given so as not to fall apart. Insofar as she knows bodies, she'd guess they've been here a few years-likely the result of the impact that created the sluice in the first place.
« Last Edit: November 30, 2013, 12:49:49 am by Dwarmin »
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TealNinja

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)
« Reply #92 on: November 30, 2013, 12:58:27 am »

"Of course, madam.  I'm afraid that I was named by the culture of my father, however it is not such a bad name.  I am Mathias of the family of Val'Tea.  Would you do me the honour of telling me yours?"
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Dwarmin

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)
« Reply #93 on: November 30, 2013, 01:08:29 am »

"My name...is...Briery De'mentha, but my true, Elven name is the one who 'Strings-the-Bright-Moon-over-the-shadows'...though lately it's been all shadows and no moon, I'm afraid.

I eagerly await your return, Mathias of the Val'Tea Clan. And your friends, of course. I promise not to crush your butlers next time"
The voice titters.

Mathias and the party get 100 XP for bypassing the spirit of the spectral violinist (For Now), and for good rp!
« Last Edit: November 30, 2013, 01:16:02 am by Dwarmin »
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lawastooshort

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)
« Reply #94 on: November 30, 2013, 02:02:41 am »

"Dr Ekrund; your servant ma'am," says Ari, removing his hat and bowing slightly.

"Come, let us press on..."

Search for a way out and onwards, paying as much attention as before.
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Zako

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)
« Reply #95 on: November 30, 2013, 02:48:57 am »

Grace blinked in surprise and managed a small smile towards the spectre. "I'm Gracewyn Firecrag, but you can just call me Grace. I'd like to hear you play sometime, if I can get around to it with what's going on in the city nowadays. Until then, I hope you don't get too lonely."

Keep moving onward.
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Dwarmin

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)
« Reply #96 on: November 30, 2013, 06:13:16 am »

"It's been so long since I've had entertained...friends..." The voice says, in a speculative tone.

The group watches as the floating violin hovers into a nearby violin case, which then snaps shut with some authority. The chill in the air somewhat lessens as the presence of the spectral musician perhaps slumbers, if a spirit can be said to do so.

Agreed that the immediate danger is past, they move through the length of the ballroom, perhaps imagining the crowds it might have once entertained...it might have been quite amazing in it's day, but all that's left now is faded grandeur...they move quickly, not wanting to linger here. This is a place where the dead do not rest easy.

...

Emerging into the relatively bright lights of day takes only a bit more walking-the place they entered is more like an opera or theater house, with many stages and floors. They find more barricades, but they are old-and easily dismantled.

The party eventually clears their way out into the street, noting that dusk is rapidly approaching...yet, they are close to their goal-the sight of the tributary that the Greenboard bridge once spanned is only a few blocks away. No water runs through the stream any longer, however.

...

Opting to travel the lip of the dry not-quite-canyon that separates hightown and lowtown and keep an eye out below for any 'persons of interest', Tyri is the first to spot something-right where one of the smaller bridges has collapsed, a jumble of old bones and some fresher bodies-seems to have been recently dumped. Against the advice of their stomachs, the party carefully descends-Gracewyn lowers herself first, securing a heavy knotted rope for the rest of the team. Mathias wisely orders his skeletons to pull apart the bodies from a safe distance once they are all down-not wanting to risk disease, or perhaps an undead ambush. Let the dead handle the dead, so says the words of Ajax...they don't find their man, however-most of the fresher figures don't resemble him, and any gear they had-even clothes-seemed to have torn off them by scavengers. And yet, Ari spots something...interesting, while the others are watching and waiting.

A trail of drag marks, relatively fresh, leads off from the pile-and the trail itself leads into a small cavern, the entrance hardly being able to permit a single medium sized being at time. It looks suitably ominous-when Grace shines her light into it, she can see the passage widening, but nothing beyond except unclear shapes-and perhaps something or somethings moving in the dark.

It might follow that Mr. Wood and perhaps a great deal of 'cast offs' have been dragged into this cave by Gods knows what...something with a well-fed taste for humanoid meat.
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Zako

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)
« Reply #97 on: November 30, 2013, 08:45:28 am »

Use Hunter's Sense to take a whiff and try to figure out what it is.
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GiglameshDespair

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)
« Reply #98 on: November 30, 2013, 10:49:19 am »

Tyrileaf buzzed past, carefully avoiding touching any of the skeletons or going near the violin case. She

---

Tyrileaf hummed before she decided to light things up a bit. She looked around and picked up a pebble - the tiny stone looking like a boulder in her hands.

She hovered in front of the rest of the group.
"Could cast light on this so it glows an' send another one of the bony-bones into the cave, though it might get squashed. Or Gracie throws it alll the way in, to light things up a bit better."
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Culise

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)
« Reply #99 on: November 30, 2013, 01:52:45 pm »

Eirlys looked plainly nervous still even after they left the spectral music hall, glancing back every once in a while.  Her wings fluttering as much from nerves as flight, she still looked shaken by the sudden appearance of the ghost.  It wasn't until they reached the tributary that she began to recover, and by the time they reached the cavern, she was almost herself again.  She didn't speak up, though, eyeing the cavern speculatively.  "Pretty narrow there; good place for an ambush, since only one of ya can get through at a time.  Well," she grins, though it's still slightly wan, "T'ain't no problem with us here, too.  I say we lob it in first and see what we rattle up."
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lawastooshort

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)
« Reply #100 on: November 30, 2013, 03:11:49 pm »

"That sounds sensible... It seems probable that whatever this is might not be intelligent enough to set some kind of trap, though they certainly might be waiting in ambush."

Listen, then stand back and act as rearguard while the cave is breached! Enter and search if called upon.
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Dwarmin

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)
« Reply #101 on: December 03, 2013, 05:14:19 am »

The group mills about, deciding how best to pierce the caverns chokepoint.

They decide on a two fronted approach-Grace approaches the cave with a warmly glowing rock, courtesy of the petals magic-she tosses it in, and takes a good whiff at the same time...

...

Her first immediate, and strongest scent is...really quite awful, overpowering in fact-and as she looks deeper into the cave, she sees what she only can only term as a man-sized crocodile, crouched in one corner, with long claws and teeth. Judging by it's sluggish movement's, the light had literally just awoken it.

Spoiler: Yum (click to show/hide)

Worse is the smell though. Imagine the worst possible smell ever-Boiled Cabbage, mild Skunk, putrid garbage to name a few-and dial it up to 11. This wave of fume hits Grace in the face (hah), as she's crouched beside the hole.

Quote from: Grace Fortitude Save
1d20+6= 7 VS Dc 13

Grace jerks back violently-her enhanced sense of smell, perhaps, making it worse than it should be. Though it is already fairly horrible. She staggers from the hole, falls to her knees and begins to vomit her breakfast on the ground.

Quote
[Grace is Sickened for 10 rounds/1 minute-–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.]

And, while she's emptying her innards, the reptilian creature screeches something in a hissing, evil sounding language and flees deeper in-down a larger, adjoining path in the cave, into a deeper darkness-yelping loudly and somewhat wildly, for help most likely.
« Last Edit: December 03, 2013, 09:40:56 am by Dwarmin »
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lawastooshort

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)
« Reply #102 on: December 03, 2013, 05:54:42 am »

”We need to get in there before they can get prepared and keep us out – the fleeing one speaks some form of Draconic, and is waking its comrades… Let’s get in and cover Gracewyn until she… recovers, and then press on – it looks unlikely we’re going to find much of a body, if there is a horde of crocodiles in here. Let’s go - Gracewyn, let's get in and then let me see if I can get that vomiting out of you.”

Search the entrance, and enter. Hide and Move Silently if possible. If the other side of the initial chamber exits via a narrow space, prepare alchemist’s fire to throw into this space to block it at the first sign of enemy coming through.

However, once we're in, if my comrades can cover me whilst I do so, perform a Heal check on Gracewyn to stop the vomiting!


edit: Stop the vomiting.
« Last Edit: December 03, 2013, 07:31:52 am by lawastooshort »
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GiglameshDespair

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)
« Reply #103 on: December 03, 2013, 07:47:02 am »

"Blargh! They speak all bad. They said "Help! Alarm, Alarm! Rally the clutch-the Overdwellers have come! They're attacking us with Giant Warriors! Laogzed* consume their souls!" or somethin' like that. So there;s more of hem hidden in the cave."
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Dwarmin

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (Play Thread)
« Reply #104 on: December 03, 2013, 08:52:52 am »

Ari quickly checks the entrance for traps, then moves in quietly.

Quote from: Search Check
1d20+8=18

The dim cavern, illuminated by the light stone, reveals nothing but old bones-the beings who lived here were clearly relying more on secrecy, then any attempt to defend the place.

He signals the rest to follow.

...

The party shuffles in one a time-aware that a surprise attack at this moment would be very deadly. But, for the moment-fortune holds. In the space of a few seconds they are all arranged in the small antechamber that forms the doorway. They form a defensive position, with Mathia's skeletons making a bony wall-meanwhile, Ari attend to Grace.

Quote from: Heal Roll
1d20+8=28

The cure for vomiting is in his book of recipes, one he learned while treating an old friend who was fond of drinking-it merely needs the leaves and roots of a duckcreeper, a type of ivy with golden-green leaves, delicate branches, and golden roots-crushed and mixed with the dried flowers of ragbuttercup, a plant with yellow flowers and mangy brown leaves that smell of rancid milk. He quickly mixes this into a small cup and add it's to a some quickly mixed cold sweet tea, for flavor. Then, he increases the dose for Goliath-sized Strength.

Though Grace grimaces, once she downs it her pallor improves considerably. A few moments later, her stomach settles it's attempts to turn inside out.

Quote
Grace is healed of being sickened!

...

Arranged as is, the party can only watch the single main entrance for any sign of movement, the same one the beast fled down-it's a wider corridor then the entrance, perhaps what amounts to a main thoroughfare-things will be crowded, but the party can move at least two abreast, with a field of skeletons leading the vanguard. Nothing comes at them immediately, however...there is however, a very small passages on the right side of the cave-that look as if it was recently dug, and it leads downward. One normal man could only move through at a crawling pace, though a smaller creature could move much faster.

Only Grace has any knowledge of tunnel fighting, being a Goliath-and even her people prefer the wide open mountains to shrugging through dark corridors. She knows that the enemy, once roused, will likely barricade and defend a single choke point-waiting till their numbers can strike at an enemy attempting to squeeze a narrow pass. A more tenacious enemy prepares multiple lines of defense-falling back once the attacker has gained any advantage, regrouping and cycling in fresh troops in dug fortifications. Only when reaching the very inner sanctum-usually the temples, throne, living and nursery areas-will one find even mere Kobolds fight viciously when their backs are against the wall.

In short, it's a nightmare-and the party will have to decide how to proceed very quickly, while surprise is on their side. Their only saving grace is the fact that such a poor source of food (bodies and garbage dumped from above) likely has not supported an abundance of creatures here-most of these beasts were forced out of the Underdark, much like the people above, by the cataclysm-and with the Night totem gone, most of the underground is a now a nightmarish, unhappy place that does not even support the usually hardy underground life. They are reduced to scraps and hiding, in the hope that a group of adventurers will not find and slaughter them...
« Last Edit: December 03, 2013, 09:41:23 am by Dwarmin »
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