Dungeons & Dragons 3.5 Play By Post Game - Page 18 of 118

As the mists become more cleared away by the - Page 18 - D&D / Pathfinder Archive - Posted: 16th Oct, 2010 - 9:20pm

Text RPG Play Text RPG ?
 

10th May 2024's Text Adventure:
Choose Your Medieval Fantasy Character:

Ranger
Ranger
Fighter
Fighter
Barbarian
Barbarian
Warlock
Warlock
Draconian
Draconian
Paladin
Paladin
Cleric
Cleric
Wizard
Wizard
Rogue
Rogue

+  « First of 118 pgs.  14 15 16 17 18 19 20 21 22  ...Latest (118) »
Posts: 942 - Views: 45436
Closed
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.
This RPG is CLOSED Game Master GM Stats
Post Date: 15th Sep, 2010 - 1:27am / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
A Friend

Dungeons & Dragons 3.5 Play By Post Game - Page 18

The travel is slow and ponderous and the nights are long with posted watches to make sure the caravan is secure. The second day is filled with rain and fog with the third day cool and very windy. The fourth day you wake up to clear skys and the wind having blown itself out. It seems like it is going to be a good day. That is when you hear the distant sounds of drums. At first they could barely be heard but they seem to be getting closer. As you listen you make a determination that they are coming from the north and west.

What are your actions?

Sponsored Links:
Post Date: 22nd Sep, 2010 - 2:22am / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
A Friend

Game Post Play Dragons and Dungeons

The party urges the caravan to speed up some. You listen to the sounds of the drums as they get even closer. You can now hear that there are three different drums drumming. One is coming from behind you, one is coming from in front of you and another one is coming from the North and West.

Post Date: 27th Sep, 2010 - 9:00pm / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
A Friend

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

The action you have taken and the actions of the drums will take a little bit for me to work out. I will have a update for you soon.

Post Date: 28th Sep, 2010 - 2:53am / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
A Friend

Page 18 Game Post Play Dragons and Dungeons

You urge the caravans to keep heading south which they do. The caravan drivers do not have any ranged weapons this is why they hire guards. The drivers do have a dagger but they are not very good at using them. These men are just drivers and not fighters. (Just your run of the mill zero level NPCs.)

After about half an hour the drums stop suddenly. The quiet that takes over the forest is eerie. Suddenly the head wagon calls for a stop and points ahead. Looking you see three orcs on horseback. One is carrying a large axe. HE is dressed in what looks to be full plate armor. HE is the middle rider and he is a rather large Orc. On each side of him is two more powerful looking orcs. Each one has a bow and has it drawn. On a unheard command the one on the big orcs right fires a arrow. The arrows arcs up and falls just short of the caravan. You can see a note tied to it.

Once you retrieve the note it simply says. "Lay down your weapons and move to the side and we will spare you. IF a battle is what you seek we will give it to you. We will wait a half hour and if you have not moved to the side we will attack."

Once the Orc sees that you have read the note he will nod in your direction and move down the road well out of bow range.

Post Date: 4th Oct, 2010 - 10:07pm / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
A Friend

Game Post Play Dragons and Dungeons

The Orcs appear to talk to each other and you see the two at the side turn to talk to someone or something that you can not see in the tree line.

Post Date: 7th Oct, 2010 - 1:25am / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
A Friend

Dungeons & Dragons 3.5 Play By Post Game

Eth moves a bit in front of the caravan and casts obscuring mists as others try to start the surrounding forest on fire. The forest is not too dry so starting fires is not easy. You do manage to get a small blaze going but it is not moving very much or very quickly. The oil you spread across the north path will soon die out. As you begin to move south slowly you hear Orcs moving about in the woods but can not see them due to the mists. You then hear a womans voice bark out a command and moments later you feel a gust of wind coming from directly south of you pushing the mists away. This wind also puts out the flames that were beginning to start the forest on fire. As the mists part you see a few orcs lined across the road with bows at the ready. As soon as they can clearly see you they let loose a volley of arrows. It will take three more rounds before they release and you can really see them clearly.

Make sure to SUBSCRIBE for FREE to JB's Youtube Channel!
Post Date: 12th Oct, 2010 - 9:16pm / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
A Friend

Dungeons & Dragons 3.5 Play Post Game - Page 18

For those in the village:

The day begins with rain. A hard pouring rain that makes everything wet and muddy. Ones attempt at walking down the street is a challenge in of itself. Many merchants have yet to open their shops many in the village square have yet to arrive to sale their wares if they come at all. Meeting in front of the tavern you you both huddle under the narrow porch. Looking in all directions you can see hardly anything besides water coming down. You venture out into the rain looking for something that can pass your time as you wait. Ahead you see a merchant having trouble with his wagon and horses. Do you wish to help him?

Post Date: 16th Oct, 2010 - 9:20pm / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
A Friend

Dungeons & Dragons 3.5 Play Post Game D&D / Pathfinder Archive - Page 18

As the mists become more cleared away by the gust of wind Eth moves a bit and plants start to entangle the feet of the orcs that are around the line of archers. The orcs bark out as they are working to try and get free of the entangling plants. The orc leaders move farther back out of the line of the entangling plants. The lead orc barks out some commands as the orcs work on freeing their comrades.

As the orcs seem to forget about the party members as they work to fee their brothers the party is able to move forward. The party is able to close within melee range before the orcs notice that you have closed the distance to them.

The party has a free round of melee against the orcs if they do not fire ranged weapons until the melee warriors are ready to attack via melee fight. IF the party chooses to lose range weapons before closing let me know and I will post what happens.


 
> TOPIC: Dungeons & Dragons 3.5 Play By Post Game
 

▲ TOP


International Discussions Coded by: BGID®
ALL RIGHTS RESERVED Copyright © 1999-2024
Disclaimer Privacy Report Errors Credits
This site uses Cookies to dispense or record information with regards to your visit. By continuing to use this site you agree to the terms outlined in our Cookies used here: Privacy / Disclaimer,
This International Discussions custom Play By Post Pathfinder Role-playing Game uses trademarks and/or copyrights owned by Paizo Publishing, LLC under permission. More details can be found in the first Post of any Pathfinder RPG. Wizards of the Coast are he trademark owners for D&D and likewise allow the use of their system under permission.