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13th Mar, 2013 - 8:33am / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game - Page 103

Elrik continues to burn the webs as he moves.

Out of Character::

Rolls:
Initiative: 12 + 2=14
Spot 16 + 6=22
Search 11 + 5=16
Listen 19 + 6=25
Move Silently 4 + 3=7 (Hey I was on a roll, so maybe I was doing everything else so well I banged my chain on the wall.



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Post Date: 13th Mar, 2013 - 10:18am / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
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Game Main RPG Dragons and Dungeons

For Everyone: flavor text

"One went out!"
"Who's?"
"His."
"We will light another one."
"Haven't we lit enough?"
"But three have already gone out."
"So we will keep lighting them."
"This is madness! I will not send more to die."
"We are not sending them to die, we are sending hope."
"Hope at what cost? Blood, joy, freedom? This is no way to get results."
"Do you want another Co-stay? Do you want another 100 year war? Or maybe you liked having most of your followers killed."
"That's not what I meant, and you know it."
"You guys, please stop this fighting. She's trying to say something."
"So you're saying you found the next candle?"
"Alright, let's light it. Maybe this one will burn brightly."
"So what's the name of this candle?"
"Yaeth."

For KNtoran:
And so, a new path is opened in life for a man named Yaeth.

Dreams are a fickle thing and often a way to dive deeply into the subconscious. Yet there are those that say they are the path by which the Gods themselves may guide you.

After arriving in the city the night before and being kindly offered the night's stay at the temple of A'Lora, we find a 21 year old man. A Half-Elf by race, named Yaeth, deep in sleep in one of the back rooms of the temple often offered to visiting preachers or guests of the Holy Order whom come on pilgrimage. Tonight, the small room with little more than a bed is host to a man seeking knowledge and a new path. As he dreams, he knows not how deep his world is about to become.

The dream:
Yaeth rides through the countryside on horseback. His weapons holstered, it is a time of peace. He watches the farmers as they work the fields. He sees kids playing and the sun is bright in the sky overhead.
He has been traveling for hours. He recognized the farmlands and the forests he approaches. Home, he is nearly home.
The path into the woods is far less traveled. A winding trail marked more by the passageway of deer then the feet of mankind.

He arrives at a small house. Smoke is flowing out of the chimney and a smell of freshly baked bread in the air.
He dismounts and ties off the lead on the fence post around a small garden before passing through the gate and up the walk to the house. As he knocks lightly, he opens the door calling, "Mother, I"m home" as he takes a step inside.
Shock and dismay overtake him as his eyes come upon the floor stained red with blood. A silent heap in the form of a woman lay rend in two. The house is a shambled wreck, the marks of weaponry on wood, the scent of foul Orc in the air.
He runs to his mother's body to offer aide if he can. As he turns the body over he looks upon the face of himself, the room and space now a void around him of black. He is holding himself, and as his fallen self speaks, their voices are one.
"Walk the path that is true, walk it with friends aided by hope. Follow the books and freedom will return."

As the words end slicing the air with their tone of truth and pain, the fallen body slips from his arms falling away into nothingness. He stands in the void of black holding his hands out and starring as even the blood on them fades away. Looking up and out where longing for something to cease the pain in his heart, and the fear from his mind, he sees a light in the distance. The form of a woman aglow. Her body made with the ghostly dance of lights. Wearing fabrics of white, she reaches out a hand offering to him the strength to stand and pull himself from the darkness. He feels the pull of his body and his arm stretches out for his hand to meet hers. As his hand would touch hers, he wakes from this dream.

He is alone, the bed half unmade from his tossing and turning. It is silent, the morning has yet to break. Disturbed and a bit relieved it was only a dream, he gets up to seek out a drink of cold water before turning back in for the night. As he searches the halls of the temple he finds himself in the main worshiping chamber once more, and looks onward at the suspended wilted lily that only the day before had him locked in an illusion when first seeing it.
It's still motionless but calming, offering him some relief from the nightmare. He finds water and returns to bed with the next day coming quickly and the remainder of the night offering peaceful and dreamless slumber.

The date is April 28, year 199 and Yaeth will be in the capital city of Florana for his first full day today. He knows he needs to seek employment and as he heads down to the business district near the marketplace, he can't help but be awed at the size and splendor of this Kingdoms flagship city. His morning is fairly uneventful, and it is nearly noon. He decides he will head over to the tavern only a couple blocks away and stop in for something to eat. Perhaps they have job boards much like the taverns back in the towns near his home.

At mid-day, people are craving food for lunch and the taverns are really well packed. You manage to get a meal of meat on bread and a mug of ale to eat, but with no tables available you stand on the doorstep of the tavern watching people move about the city in their busy pace.

As you are almost done with your meal, you see a kid run past. He does not look like the rest of the kids. His clothing is torn and dirt covered. Having already paid for your meal, you set down the nearly empty glass and with the last bit of your sandwich shoved in your mouth; you give chase down the street to follow the street kid.

Losing sight of him several blocks away your speed slows to a walk, your unfamiliarity with the city leaves you to wonder what district you're in. The houses are smaller and more run down, clothing hangs off lines strung from one roof to the next, the streets are not as clean or the garden boxes well kept. This must be the poor district, you think to yourself.
You hear the scream of a woman in the distance. You give a fast run to its cause and see two men in guard's uniforms mishandling a thin woman, dragging her from the doorway of her own house. In the door well you see five children. The oldest could not have yet been 10 and is holding the youngest, a baby who wails and cries, grabbing out at the air for its mother, still.

You step up putting a hand out peacefully and giving call, "Excuse me sirs, but what is going on here?!" you ask with a tone of authority but calmness to your voice.
"None of your business. Step aside," One guard speaks his words more a spit then a tone of well-mannered warning.
"I've done nothing wrong!" the woman cries as they pull her down to the ground.
The other guard kicks her in the chest winding her, as the other ties her hands behind her back.
"Hey now, that's no way to..." you start to interject but are cut off by the one tying her hands. "One more word from you boy, and I'll have no problems dragging you with," he smiles a half crooked grin as if he enjoys his job of bringing suffering to others.
The woman cries, whimpering sounds as tears run off her face. She is gasping for air, as her kids cry and look on from the doorway.

The feeling of anger is welling up inside you. It's one thing to arrest someone if they have committed a crime; it's another thing to beat someone for no reason, and more over a woman, in front of her kids in the street.
Your hand moves without thought to the hilt of your weapon when, 'THUNK' you are struck from behind over the head.
As you fall, light fading into unconsciousness, you see another guard who had come up from behind. The world goes dark to the sound of his baritone laughter and the words, "Bring him too! We got to make quota!"

You wake to of had all your items taken from you. You are in a cell and a guard stands at the bars. A small sack is already thrown in the cell on the cold stone floor where you wake. "Just in time", the guard says turning and leaving. You hear the sound of gears behind you and the screech of metal. The back door to the cell opens and you take the small sack in hand as you stand. Your head is still hurting and with the ringing in your ears, you gather you were not out for long. You stumble at first before regaining your balance as you step out into a hall leading to a room. In the room there are three tunnels. You fail to notice the words carved overhead, and it is almost as if your body is acting of its own will.

You climb into one of the tunnels and as quickly as you do, it slopes down and you are sliding on the slick metal.
You manage to prevent yourself from injury when it finally spits you out ,crashing against the wall and onto a pile of something. You feel dizzy for the moment as you lay there starring up at gray stone walls. As you recover and climb to your feet you realize that which has cushioned your fall and made your bed is a pile of bones.

You walk down the hallway to a large room, reliefs and carvings line its walls and text of many tongues. The passages you can read say the following lines out of order and content.

Common:
"Take nothing from the grove"
Dwarven:
"Feast not in the hall of dreams, or sleep forever there."
"Disturb no dancing man of stone."
Elven:
"When reflection is all you can see, use reflection to fight it."
"Rise or Fall."

Searching around the room you see clearly the three locked doors but know not how to open them, you then find a note on the wall in chalk suggesting you use the water of the well in the center of the room to open the doors. How can water open a door you think but none the less you go to the well side. You decide this is as good a time as any to see what is in the small sack you were given as you go to look it over you realize somethings off. "A bow?" A bow is on your back! This was not there when you woke in the cell. Did it magically appear on you as you went down the slide in the tunnel?
The contents of the bag is little more than food and a water skin, checking its content you pour out the dirty water and refill it from the well. You also drink from the well and are surprised at its clean and refreshing taste. The water of the well heals you as cuts and scrapes, even the mental fog, lifts and you are renewed. You look at the waterskin you just filled from the healing spring and wonder how long its contents will keep its qualities about it.
As you stand, you take off the bow and look it over. It is lovely and is made of silver wood, a rare and fine wood indeed. It seems to be that of master quality and etched into the side of the wood is a pattern of repeating line work taking the shape of Lilies.

A weapon from the goddess? You wonder.

Knowing a bow is no good without arrows you search over your other items. You discover while you have no armor, your clothing, fine boots, good belt, and two belt bags are all there.

You find a holy symbol of silver around your neck, an item you have never in your life owned. The symbol of A"lora is lovely simple lines glinting in the dim lighting of the room.

As you admire it, you notice a ring on your hand that also had not been there before. Looking it over, you know it to be magic but not for what. It too has line work on it that matches your bow. Wondering for the moment if they could be part of a set, you pull the string of the bow back and as you do the ring glints and an arrow is pulled from thin air.
You shoot it and it strikes the wall deflecting but as it would hit the floor, it's gone as mysteriously as it appeared.
You smile giving a lighthearted laugh, what luck and what a gift indeed but why? What is this place, and how do you get out of it!

Having taken full account of your items you walk back over to the doors and splash some of the wells water on one. Surely enough, it opens. The sound of gears pulling it up and away. A hall of darkness is in front of you and you walk forward knowing this place is likely to have traps and death at every turn.

You make your way into a small room. As you walk into it, you feel as if you are being watched and while the other side of the room is only 10 feet away, you can't help but think this is a trap. With that thought, the floor opens under your feet and you fall down into a pit. Landing unhurt, you watch in the darkness as the pit door over head closes back up. Without a light, you feel around with your hands going over items trying to figure out what you landed on. Some parts are soft but cold other wet or moving? A stench of rotten flesh and then your hand hits cold metal. Sharp and sturdy. A pit of spikes so full to the top with bodies that it made for a soft landing? You crawl over the rotting flesh of the poor souls that have braced your fall until you reach a wall. Your intent was to stand and try to reach the hatch over head but as you thumb over the wall you feel a seam, perhaps a hidden door!
You search for and find a loose stone and press in. The hatch opens and you can see a dim light at the end of a crawl space. As the light enters the pit, you can see the rotted flesh of corpses beneath your knees, maggots and hair stuck to the fabric of your pants.

You climb into the shaft and away from that pit. The crawlspace leads to a room and the cause of the light. A glowing archway is on one of the walls. The floor and ceiling and walls make a perfect square room.
The glowing runes of the archway tell you it is magic and the surface inside the archway is a flat blank white. On the wall next to the arch in chalk on the wall reads the words 'teleportation- unstable".

Out of Game:
Yaeth welcome to game.
You come into game in this small box of a room with the archway in front of you.
Please add the following to your starting equipment
The outfit of clothing you have on+ good boots + leather belt
2 belt bags
1 small sack
1 day worth in nearly rotten food.
1 piece of chalk
1 water skin clean water (To drink from this acts as a purification spell, curing poison and other negative status effects, it also heals 1-D12 worth of hit points. The water loses its magical qualities after being bottled for more than an hour.)
+3 Short Bow of the Weeping Tears" this bow can shoot normally in water as much as it can air, and if desired, its arrows can take off a frost affect of +1D4 cold damage.
The ring is a ring of summon arrow and will never run out of arrows so long as the wielder is using it with any bow. The ring itself cannot summon an arrow without the use of a bow.

13th Mar, 2013 - 6:50pm / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game Archive Pathfinder / D&D

In Game: Felipe says to Izumi, "hmm, this book is very interesting, but I wonder what story it is trying to show" Felipe continues to move forward.

Initative roll result: 22 - (22+2 = 24)

Spot roll result: 17 - (17+1 = 18)

Search roll result: 17 - (17+2 = 19)

Listen roll result: 21 - (21+2 = 23)

Out Of Game: KittenPunk, my chracter skills list doesn't include "Move silently" so what modifier should I use for the "Move silently" roll?

Reconcile Edited: Felipe on 13th Mar, 2013 - 6:51pm



Post Date: 13th Mar, 2013 - 7:31pm / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
A Friend

Page 103 Game Main RPG Dragons and Dungeons

Out of Game:
Felipe there is no book that long post is the introduction post for a new player. Sorry if you had any confusion. Thank you for the rolls ill roll your Dexterity check for the move silently just to speed things up or you can post a roll+ your dexterity modifier while you RP with the others while I am waiting for every ones rolls. That's up to you if I never got a roll on it for you ill roll it when I have everyone's, so not a big deal.

Post Date: 13th Mar, 2013 - 8:24pm / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
A Friend

Game Main RPG Dragons and Dungeons

In Character: He will study the archway of teleportation to see if there is a way around it, over it or under it without going through it. IF seeing no other way than to go through it he will step through. He will make sure to walk along edges of hallways and rooms to avoid traps and pits.

Out of Character: Thanks for getting me in. Yaeth likes the new bow. But want to clarify a point IF I desire I can have the arrows do an addition 1d4 of frost damage?

Post Date: 13th Mar, 2013 - 8:42pm / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
A Friend

Dungeons & Dragons 3.5 RPG Main Game

In Game:
There is no other way out of this room then the crawlspace back toward the pit or the archway. From what you can tell the archway is set into or in front of a solid wall, its a magical door so you know if it was to work it would be a way out, but other then that you would just walk in to a wall.

Deciding that there is no other way out you pass threw the arch. As you step in to the arch you feel a magical and physical pull. Fist the body feels jaunted forward at an incredible speed, then the mind almost as if it was pulled a moment later whip lashing you into your body as you fall out of mid air. The word unstable to say the least describes the random thrust to some where deep with in the dungeon.

As you fall from mid-air you land on stone and dirt, sticky webs and darkness encase you. A dim light above and off to one side highlights the side of a cave opening and steps spiraling down. Then you hear it a Clicking Hiss!

The group hears a thud.

Out of Game:
Please roll for:
Initative
Spot
Listen

The bow is a will force thing it can register your desire to deal frost or not. Think of it as a lowly intelligent weapon. Basically only intelligent enough to know a yes or a no on one set question.
"Do you want frost added on this shot?"
"Yes or no."

And, I am still waiting on every ones rolls as combats a bout to begin.

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Post Date: 13th Mar, 2013 - 8:52pm / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
A Friend

Dungeons & Dragons 3.5 RPG Main Game - Page 103

In Character: Yaeth will move to the side of the room so he has a solid wall behind him as he searches for what ever is making the clacking hiss. HE will have the bow up and ready with a normal arrow.

Rolls: Initiative 15 spot 6 listen 19 with skill bonuses added in

Post Date: 14th Mar, 2013 - 10:13am / Post ID: #

Dungeons & Dragons 3.5 RPG Main Game
A Friend

Dungeons & Dragons 3.5 RPG Main Game D&D / Pathfinder Archive - Page 103

Combat Begins!(Round one)

Combat: Round one starts.
Please declare your actions for this round the information under each of your names is a result of the rolls I had you all make. But this is not impeding your actions for this round of combat.

Felipe Initiative = 24 (20 of 22 HP)
Felipe spots a flash from within the darkness; he hears a snap like sound followed quickly by a thud then the sound of something scrambling to get a way. He also hears a clicking hiss sound come from the darkness.

Spider 0 Initiative =20 (9 HP) moves

Alexander Initiative = 18 (26 HP)
Alexander spots a flash from within the darkness he thinks he saw something fall from mid-air but the dark is too hard to see in for him. He hears a snap like sound followed quickly by a thud. He also hears a clicking hiss sound come from the darkness.

Izumi Initiative = 18 (28 HP)
With her dark vision can see the outline of a cave, thinks she saw something move. She saw a flash of light and what looked like a body fall from mid-air. She can hear a snap like sound that was at the same time as the light flash, followed quickly by a thud then the sound of something scrambling and a clicking hiss sound come from the darkness all within a matter of seconds.

Spider 5 Initiative =16 (28 HP) moves

Yaeth Initiative = 15 (33 HP)
Cannot see much of anything in the dark he is practically blind. What he can see is a dim light from high on one wall the outline of what might be people standing it ins archway and the silhouette of what might be steps leading in to this dark cave. He hears clicking and hissing coming from the darkness and the sound of something metal sticking stone.

Spider 1 Initiative =15 (12 HP)

Elrik Initiative = 14 (18 HP)
Clearly sees a flash of light what looks like it might have been a body fall from mid-air he herd the snap sound with the light and the thud. He hears the hissing and clicking from the darkness as well as the sound that might be something scrambling to get away. But, he "Clangs" his chain to the stone while burning off webs, making a clear sound of something metal striking on stone ruining any chance for the group to move silently down the steps unnoticed.

Spider 2 Initiative =13 (14 HP) moves

Matt Initiative = 12 (27 HP)
Sees some of what the group sees and hears it too.

Praos Initiative =10 (24 HP)
Can not see well from his place in the group but is trying to hear as best he can.

Spider 4 Initiative =9 (26 HP) moves

Haru Initiative= 7 (17 of 18 HP)
Sees little and hears less from his place near the back of the party.

Spider 3 Initiative =6 (20HP) moves

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