Wolf's Bait - Page 5 of 11

You continue for the space of an hour and - Page 5 - World of Medieval PBP RPG - Posted: 18th Nov, 2009 - 4:58pm

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Medieval Wolf PBP RPG
SCENARIO - The actual story is updated here.
29th Oct, 2009 - 12:44pm / Post ID: #

Wolf's Bait - Page 5

The Game Master says...

You continue you're interogation and here are the answers you get:

1. The smoke signals are simple, once the smoke is continuous all is fine, breaks indicate trouble is coming.

2. He doesn't know when relief will come because they know you are in the area and are making some plan

3. He only knows about a center pit in one of the caves but not all the traps

4. There are many hidden places that only their leader knows

5. The horses and wolves are kept within a cave deeper in Death's Mouth. Each cave opening either goes to the Bandit's lair or a place for the horses / wolves

Crusher wakes up the other bandit and he more or less shares the same story just in a slightly different manner.

GM: Say what you will do now.



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31st Oct, 2009 - 12:17pm / Post ID: #

Bait Wolfs

The Game Master says...

You make a thorough search of the area and find nothing out of the norm. Of use on the bandits is their cloaks and short swords.

You question their healing methods and they claim that their leader is expert in the healing arts and takes care of them when injured. You sense a brotherhood kind of environment yet there seems to be a dependence on their leader for everything thus making a lifetime of servitude. You become curious about their leader and his clever plans in forming the Bandits of the South.

GM: Say what you wish to do now.



31st Oct, 2009 - 6:58pm / Post ID: #

Wolf's Bait RPG PBP Medieval World

The Game Master says...

You estimate it must be hours before midnight but you are not sure.

You question the Bandits some more and learn more, but you are begining to realize that these two are not very knowledgable about the inner workings of Death's Mouth.

* They only know their leader is highly skilled in combat
* The only way to get to the cave is through Death's Mouth and there are Bandits all around it
* There is no 'safe' way in, you must go through Death's Mouth
* They believe the cloaks may help you

You find yourselves weary from the day's harsh activities. You stink strong of sweat and the cold mountain breeze does not help.

GM: Say what you wish to do now.



4th Nov, 2009 - 1:55pm / Post ID: #

Page 5 Bait Wolfs

The Game Master says...

You take their cloaks and one short sword. You compare the cloaks to your own and notice no difference save for the color and brilliance. Your cloaks are thick and new. Their cloaks are fairly used and the black color faded.

You ask the bandits if there are special communications to pass through the Death's Mouth going towards the South. They indicate there is no special communication since everyone knows each other and can tell by showing their faces so hidden archers do not shoot.

Your first two watches go without incident.

GM: It is 4:00am. Say what you wish to do now.



8th Nov, 2009 - 11:03pm / Post ID: #

Bait Wolfs

The Game Master says...

Everyone makes it down relatively safe save for Daphne who slips and damages herself slightly (-2hp). The day is bright and sunny. You do not see any signs of anyone which you find makes you nervous.

GM: Say what you will do now.



11th Nov, 2009 - 5:32pm / Post ID: #

Wolf's Bait

The Game Master says...

You trade cloaks with one of the bandits and place him at the front of your path as a target in case of ambush.

You make your way to Death's Mouth. You notice that neither of the mountain peaks are issuing smoke as they usually do and you already know why. After a few minutes you are at Death's Mouth. You look towards the South of Death's Mouth as it carries on for miles. It looks similar to a canyon with rocky cliffs on both sides. You feel as though it really is a path to death; one way in and out, no green or water way, and bandits hidden ready to take your head off. The pass itself is about 40 feet wide in some places and up to 200 feet in others.

You wonder what to do next.

GM: Say what you wish to do now.



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17th Nov, 2009 - 2:21am / Post ID: #

Wolf's Bait - Page 5

The Game Master says...

GM: Apologies for the delay.

You head into Death's Mouth. It is a challenging place and very unwelcoming. The bandits do not know exactly where their comrades are, they of course mention that you will know you are around them when you hear the arrows whiz by. You find yourselves walking a great deal with little to see or find save for jagged mountains, and cloudless sky. You do see many horse hove prints in the ground.

GM: Say what you will do now.



18th Nov, 2009 - 4:58pm / Post ID: #

Wolf's Bait World Medieval PBP RPG - Page 5

The Game Master says...

You continue for the space of an hour and you feel the heat of the sun penetrating your skin. Thirst gets the best of you on foot in a desert-like environment. You see no signs of bandits and you wonder how that could be. You believe you are about almost half way into Death's Mouth and you can see how isolated you are at present.

GM: Say what you will do now.



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