Medieval RPG: To Catch A Thief - Page 2 of 6

T'gron decides to lead the group towards - Page 2 - World of Medieval PBP RPG - Posted: 1st Dec, 2004 - 1:04am

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Part B
22nd Nov, 2004 - 9:42pm / Post ID: #

Medieval RPG: To Catch A Thief - Page 2

The Game Master says...

You move east down the cave passageway not checking for traps seemingly because you think it is well lit but your conscious bothers you that maybe you should. As you reach half way down the passageway you see in the distance what seems to be a cave room with some equipment neatly positioned on the ground. You continue your push forward with weapons that are really larger than life for such a passageway. T'gron thinks to himself and at some point wonders how do warriors swing long swords in such a small space? You almost enter the room when a figure springs in front of you!

The figure moves swiftly, but Ariadne is much quicker and she is able to move back in time to avoid the hand that holds a dagger! However, in your slow consideration of the situation the light reveals a bandit that stabs at Ariadne a second time, but this time hitting her a serious blow (4 hp). This infuriates Ariadne who chooses to swing back in limited space with a bad choice for a weapon (-3 to attack) and she misses badly both in her first and second tries.

The bandit almost seems to be enjoying the stealth that he now holds and you can see a bit of his teeth manifesting a grin. He holds the whole party at bay at the entrance to the cave room.

GM: Say what you will do now. Party stats have NOT yet been updated to reflect injury.



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23rd Nov, 2004 - 9:18pm / Post ID: #

Thief Catch RPG Medieval

The Game Master says...

Ariadne does not want to meet a quick death and tries to retreat herself to the back so the others can come forward, realizing this gives the bandit and extra chance to strike, but he misses.

Maicman now seeing a clear path lunges forward with his axe and attacks with vigor, but his ego to save Ariadne besets him as he misses and the bandit strikes a serious blow (5hp) that almost seems to push him back a bit. Maicman tries to make his unlucky fortune reverse as he strikes back and misses.

Kron then moves in with his club, attacking as chance gives... and because of Maciman's distraction it enables him to swing quickly with such a blow that the bandit's head cracks as his body moves back through the air and unto the floor like a tree fallen by a lumber's axe.

Horde and T'gron pick Ariadne up and carry her to a safer place where T'gron treats her with his herbs. The herbs help to give relief, but they do not heal, and thus rest will be needed, but you know you do not have time.

T'gron wonders why one man would be willing to take on a group - you ponder if the element of surprise was your downfall - you wonder if there is something more to all of this.

Kron and Maicman look around the room quickly to see if anything else may surprise your group, but it seems not. There is a door to the north west that is slightly ajar, but not sufficient for you to see what is on the other side. In the room you find the following on the floor, but you have not touched any of it... swords, armor, cloth and sacks, but you are not sure of all that is there.

GM: Say what you will do now. Stats have NOT been updated.



25th Nov, 2004 - 12:39am / Post ID: #

Medieval RPG: To Catch A Thief RPG PBP Medieval World

The Game Master says...

The magician, T'gron, makes himself busy caring for the wounds of those that bleed. The bane made from the herbs prevents infection.

T"gron and Kron quietly and carefully go back to the dead bandit's body, and drag him further into the room. You ask Horde to guard the room against any more bandits who may appear, but he is already doing this. Kron and T"gron undress the bandit and T"gron wears his clothes for purposes of camouflage.

Kron and T"gron then search the items found in the room... this is what you find:

10 short swords
Leather armor
2 Back packs
3 Cloaks
2 Daggers
1 Club
2 Large Sacks

On the Bandit:

Leather Armor
1 Dagger
2 gps

GM: Keep in mind that you cannot say what Horde is doing, but you may request it. Before the story moves on you will need to post party order and state who exactly gets what and the amount. Party stats has NOT been updated.



26th Nov, 2004 - 2:26pm / Post ID: #

Page 2 Thief Catch RPG Medieval

The Game Master says...

Being in the dark and in a cave to boot makes you all but insane. Your confusion leads the magician, T'gron, to make an in depth map as well as an inventory of what everyone has on them.

GM: Map and updated stats to follow. No need to post party order until I post a follow up message to this one - later today.



26th Nov, 2004 - 7:53pm / Post ID: #

Thief Catch RPG Medieval

The Game Master says...

Kron eyes the gold piece not coming towards his person an mumbles something of regret which everyone notices, but chooses to ignore as though they did not hear it. His new leather armor keeps him satisfied.

Everyone equips themselves and an account is taken.

GM: The map is updated (click on 'View Map' in your RPG CP). Your stats have also been updated. You can now say what you wish to do. Remember the chant sounds came from where Knight now is located.



29th Nov, 2004 - 11:11am / Post ID: #

Medieval RPG: To Catch A Thief

The Game Master says...

Maicman acquires his new backpack, but soon noticed that Ariadne can hardly handle her load of items and weapons. He reconsiders and hands the backpack to Ariadne for permanent use.

Before they embark, the party decides to have a short break to eat and rest.

When they're done, Ariadne tries to put all of her items in her backpack, but finds that difficult and most of all impossible. She relents that she would have to leave so much gold in a sack and is in need of convincing it can be done. Ariadne also decides to wear the leather armor of the bandit and put her chain armor on the ground as her backpack cannot carry such a bulky item.

Kron carries T'grons staff and his short sword, and Maicman an axe and a short sword. T'gron carries a dagger alone.

They then depart in the following formation: Kron in the lead, then T'gron, Maicman, Ariadne, and Horde. They are headed to the north western door. Kron is checking for traps as Ariadne did before with T'grons staff.

Kron uses the staff to open the door. It creaks loudly to your dismay and then comes to a halt at one end of the movement. You shine the torch above your head and it shows about 10 feet ahead into what seems to be another passageway leading north. There seems to be another passageway swaying east too. You can hear the trickle of water coming from the east passageway.

Ariadne is mumbling about her gold.

GM: Say what you want to do now.



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30th Nov, 2004 - 2:58pm / Post ID: #

Medieval RPG Catch Thief - Page 2

The Game Master says...

You press on into the darkness while carefully touching the various parts of the cave walls and ground hoping that if there are any traps you will discover them. You reach the point of where the passageway turns east. You peer around to see it stop abruptly by what seems to be a stream surrounded by the cave with flowing fresh water going from the south towards the north.

Up ahead to the north you can see a door similar to the one you came through. It is slightly ajar and no light emanates from that way.

GM: Say what you will do now.



1st Dec, 2004 - 1:04am / Post ID: #

Medieval RPG Catch Thief World Medieval PBP RPG - Page 2

The Game Master says...

T'gron decides to lead the group towards the door ahead. He pushes it with his hand slowly as it creaks in a loud distressing way. The room is dimly lit by a torch set on the cave wall west. To the north you see a door ajar and in the middle of the room you see some strange looking gowns and robes. You have not actually stepped into the room and cannot see anymore detail than this.

GM: Say what you will do now.



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