Dungeons & Dragons 3.5 Play By Post Game - Page 14 of 118

As the giant tries to step on you you draw - Page 14 - D&D / Pathfinder Archive - Posted: 19th Jul, 2010 - 12:09am

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Forum Based Dungeons DragonsDungeons & Dragons - SCENARIO UPDATED HERE BY DM ONLY - Make sure to keep updated with what is posted here so that you can know what to Discuss in the Party Thread as this is the actual story. KNtoran as DM.
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Post Date: 29th Jun, 2010 - 11:54pm / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
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Dungeons & Dragons 3.5 Play By Post Game - Page 14

Since the wand can not use a half charge it will be six charges used up.

The supply train has no problem making it to the small town of Nevestral. The day after the battle you pass a crossroads that lead east/west. The caravan drive tells you that west leads to the Earls place while east leads to the Dukes place. Each one is three to four day ride.

Once you Reach Nevestral you find it to be in dire straights. There is a loud cheer from the people as they see the supply train coming out of the forests. Each side of the road is lined with spears planted in the ground with Orc heads. The spears are about six feet apart. Once you enter the gates to the town they are quickly closed. The town Mayor thanks you for escorting the caravan to their city. He offers you rooms in the local inn for the time you stay. The caravan leader says it will be three days before they can begin the return trip.

The Mayor also tells you that the town is regularly attacked by orcs. They were not sure if they could hold off another attack. They have plenty of arms but it is food that they needed and this supply train will boost moral and give them enough food to last three to four more months.

If you enquire about the last attack it was three nights past. At least 200 Orc tried storming the city walls. !0 town folk were killed but the Orcs suffered much greater losses. The Orc Chieftain was among the group that attacked. They say he is about seven feet tall and well armored.

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Post Date: 2nd Jul, 2010 - 2:48am / Post ID: #

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Nevestral is a city geared for war. It has mostly wooden walls but there is a section to the north that is made of stone quarried in the mountains just north of town. The fact that the town rests at a base of a mountain makes the north part very defensible. The town has three black smiths working pretty much around the clock making arrow heads and mending armor. They will take the falchions off you for full price but the hide armor you can only get 50% book value from them. They have a lot of hides. The town garrisons 300 archers and another 100 swordsmen to defend it. The fact that most of the town is part of the defense makes it safe. There is a couple inns to refresh yourselfs and plenty of beer and ale. Wine is fresh in from the caravan. The town has plenty of fresh water thanks to a stream that pipes in fresh water to a large holding tank. All of this you get from looking around and seeing the fortifications. They are ready for the next attack. A supply store will sell you arms and armor if you need it but at 10% over book value. They are needed here but will still sale. A specialty shop has some wares in it and this latest shipment has some nice silks and cloths if you want to have a suit tailored. Food while a little scarce is still available. Deer meat is at hand thanks to a few hardy souls that go up in the mountains hunting. Beast will like that.

Pundits sermon is well received and some of those who have been injured from the fighting will come forward to receive healing and a blessing. Quite a few silver pieces are given to Pundit for his words. 68 silver you use 6 more charges on your wand.

Namdar you get the feeling that this town not only is prepared for battle but they seem to rejoice in the fact that they have stood against the orcs so far. They have heard of the possible downfall of the Earl but they have not had the time to send a party out to see if it is true. They wonder about the duke with the message you give them. But since they are not under the dukes rule they do not worry too much as of yet.

The singing in the inn is well received and they will supply Ashar with free ale if he keeps singing. The town seems to be a bit brighter.

The council will tell you of a small problem in the mountains that have made getting stone a little harder. Seems there is a few hill giants that think they should collect a fee for the stones to be removed. If you could go and take of that problem they would be very happy. They think there is only three but there has been rumor of a fourth.

Reconcile Edited: KNtoran on 2nd Jul, 2010 - 2:48am

Post Date: 3rd Jul, 2010 - 9:44pm / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
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Dungeons & Dragons 3.5 Play By Post Game Archive Pathfinder / D&D

The council will tell you the hill giants do nt seem very smart. They have so far been nothing more than a nuisance but they are getting braver. They have noted that one seems to be a bit more aggressive than the others. You might want to watch out for him. He likes to swing first then ask for passage.

The think they have a cave in one of the hills north and east of the city. They have not went that far to actually check it out. The Giants moved in about two weeks ago.

They will allow you to keep anything you find if you rid them of this problem plus pay you 100 gold each.

Post Date: 5th Jul, 2010 - 8:45pm / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
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Page 14 Game Post Play Dragons and Dungeons

You are able to hire swordsmen for your trip. They will ask for 5 gold a day per swordman. They will ask for one gold up front. There are four of them that are willing to join you. You are able to buy four guard dogs too. None of the town militia wants to leave and not be here for the town if or when the orcs decide to attack again.

Vilikin, Beast and Pundit are staying in the town.

The morning light shines down as you exit the town via the north gate. A path leading up into the mountains lay ahead of you. There are some workers also leading out of the gate that are driving and riding on wagons towards the quarry. They offer to give you a ride too.



Reconcile Edited: KNtoran on 5th Jul, 2010 - 8:49pm

Post Date: 8th Jul, 2010 - 1:51am / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
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The men heading to the quarry will tell you that usually one or two of the giants will come to the quarry about noon time to collect a fee. They usually bribe the giants with food and a few copper as they tell them of tales of battles and adventures of ages past. Once they did that they would tell the giants they paid them more that what they were asking and at times were able to get coins back from the giants. Hill giants are not the smartest creatures.

The wagons lurch to a stop at the edge of the quarry pit. The laborer jump down and begin to work the stone on the side of the cliff they have been removing stone from. The foreman of the work group will point to a trail that leads north and west of the quarry. That is the trail the giants always come down. I suppose they have a cave or den not far from here.

The trail is well trampled and not very steep leading up and over the mountains to the north. You can see the pass the trail goes over is out of the woods above the tree line. You can see some fallen stones that seem piled up at the top of the pass.

The head of the pass is a good two hours away.

Post Date: 11th Jul, 2010 - 3:44am / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
A Friend

Dungeons & Dragons 3.5 Play By Post Game

You are there and scouting the area you find the best defensible position to be the area where the rocks have been pilled up. This is the highest ground accessible without climbing gear. The pike of stones looks to have been placed there for the sole purpose of tossing them down either side of the mountain. The trail is clear for 200 yard above the tree line and the pass can not be approached from the mountains unless you have climbing gear. The trail is the best way. On the next mountain to the north and west you can a cave opening and two figures roaming around outside. You can not tell just how tall they are from this distance. But soon one of them starts heading down the trail heading your way.

After about a hour the figure emerges from the tree line below the pass. And soon passes by on his way to the quarry. IT does not take him long to reach the quarry as he has much longer strides than you do. He stands about 11 feet tall. When approaching the Quarry he is met by Namdar. Namdar asks him a bunch of questions that he can not answer or seemingly confused. He will tell Namdar his name is Crunch because he likes to crunch things under his feet like puny humans and orcs. He does not like orcs but he is happy with life here and taking money and coins from the puny humans. In fact he likes it soo much he comes back daily to get more. Well him or his brother Crack. Now he wants his money for the stones the Humans are taking from the quarry. He demands 10 gold to let you take stones.

HE does not like all your questions and your talking so fast he is getting confused. He finally Bellows out "ENOUGH ORC!" Then tries to stomp on you a couple times. Namdar needs to save vs being stomped on. This is a Dexterity check with a +2 modifier.

I need to know where everyone is and what your reactions are. IF any are at the pass I need to know this too.

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Post Date: 14th Jul, 2010 - 2:19am / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
A Friend

Dungeons & Dragons 3.5 Play Post Game - Page 14

Just a quick note for you all to check the party leaders thread to get the experience from the caravan trip. IF you go up in level let me know in the character development thread of current level, hit points and other additions.

Post Date: 19th Jul, 2010 - 12:09am / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
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Dungeons & Dragons 3.5 Play Post Game D&D / Pathfinder Archive - Page 14

As the giant tries to step on you you draw you scimitar and swing striking him in the left leg causing him 12 points of damage. At almost the same time on the flank Ryorst strikes true with his axe causing 15 in damage. This causes the giant to trip as he cries out in pain and thunders to the ground. He is reaching for his club as he struggles to get up. Oliron is moving in closer as is Eth so they are unable to attack. Where are the hired swords and dogs?

Everyone who is close to the giant gets a +4 on the next round do to the giant being prone.


 
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