Dungeons & Dragons 3.5 Play By Post Game - Page 82 of 118

You will spend serious money on the potions - Page 82 - D&D / Pathfinder Archive - Posted: 9th Mar, 2017 - 6:41pm

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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: 4th Mar, 2017 - 2:55pm / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
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Dungeons & Dragons 3.5 Play By Post Game - Page 82

As you head to the barricade you can find the branches or small trees that will help you make the transport sleds you wish. Meanwhile Krusten checks out the large opening at the other end of the cave. She can see a forest area with a slight trail that head west and a some well worn wagon tracks that head south a bit and then east.

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Post Date: 5th Mar, 2017 - 1:18pm / Post ID: #

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As morning arrives you start to construct the drag poles and loading them. This will take up most of the day. Between bringing the poles all in, cutting them to size, attaching the canvas and loading them. Everything is quiet around the caves seems that nature is waking up again around the caves like you have cleared a menace in the area.

Post Date: 6th Mar, 2017 - 11:55pm / Post ID: #

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The day is busy while building the sleds and Zork heads out to scout ahead. He will find the route travels southeast a bit before it starts to curve around to the east and then northeast. It is a gradual rise and still wooded. He does not see anything dangerous so he turns around and heads back to the cave.

The night passes quietly.

Post Date: 7th Mar, 2017 - 3:00pm / Post ID: #

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The next day you start loading the sleds and connecting them to the horses. You will be using all the horses so everyone except Albrecht will be walking the donkey will be carrying personal gear. The path follows the terrain heading SE and then gently heading east and the north east the way is long and with the horses burdened with the sleds as you head uphill you find the day passing quickly. You do not see anything to cause you danger. Kristen's hawk spends most of the day circling in large lazy circles.

Post Date: 8th Mar, 2017 - 1:58am / Post ID: #

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Zork climbs a tree as the ground is still rising unless he wants to leave the rest behind as he walks more towards the top of the rise. When he climbs a tree he can see other trees around him.
No one sees or hear anything that could be taken as a dangerous threat to your party.
In the gear you found were some MW weapons. These include short and long bows, Long swords, short swords, scimitars, battle axes, light and heavy maces, morning stars, light and heavy crossbows, Pikes, flails, war hammers, tridents, daggers, Great swords, Great axes, Broad swords, and even picks.

The day is getting long and you covered about 12 miles.

Post Date: 8th Mar, 2017 - 4:20pm / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
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Dungeons & Dragons 3.5 Play By Post Game

The next morning everyone should be up to full hit points due to rest and two days of healing spells from the clerics/druids. The day starts out with Zork riding ahead to see if anything up ahead is dangerous. He will find a major road that is running east and west. The trail you are following is running northwest at the time you come to the road. You can see a bridge about a 1/4 mile west cross a river you see nothing but road to the east. There is just trees across the road no trails. It will take about four hours for the group with the sleds to make it to this road. Most of the party know that if you cross this river and head west it will be about a three day journey with the sleds back to town. IF you go east you have heard of a bigger city that way but it could take a month or more to get there. Supply wise you have the food to make it.

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Post Date: 9th Mar, 2017 - 1:27am / Post ID: #

Dungeons & Dragons 3.5 Play By Post Game
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Dungeons & Dragons 3.5 Play Post Game - Page 82

You make it back to town after 4 days. Still pulling the sleds and walking. You are met by some merchants who see you carrying loads of stuff that the town has been missing. For all the items of non magical nature to include weapons, food stock, metal stock and all they will offer you trade credit for 20,000 gold. IF you tell them about the rest of the stuff they will ask you to lead a caravan to go collect the good paying you each 200 gold to see they have safe passage there and back. Total would be around eight days to get there and back via wagon. They will have people help load the wagons. They will give you another 30,000 trade credit for the rest left in the cave if you so choose. Everyone who was with the group for all the fighting and along with experience for finding and solving all the trade issues from the east will get 10,000 exp. Bastion and Ildrahil you each will get 3,000 exp.

Remember that each time you level to a new level you start at zero exp again. SO make sure to subtract what you need to level up from total given before checking how close you are to the next level. Those who have made level 4 remember to make you ability score adjustment. Make sure to post in the player creation thread your new level along with new feats or skills you have gained. Plus roll for your new hit points. Roll the dice starting at 2 as I do not accept just 1 for hit points adjustments either. If you have any questions ask in the question thread.

Post Date: 9th Mar, 2017 - 6:41pm / 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 82

You will spend serious money on the potions to find out that 4 are cure light wound, four are cure moderate wounds, four are cure serious wounds, one potion of flying, two potions of gasous form and one potion of poison. The leather armor is +3, the suits elven chain mail are +3, you have a wand of wonder and a wand or fireballs, The rod is a rod of lordly might. The chests are chests of holding. They can hold three times of their size. Thus being medium sized chests they hold three times the normal amount as a medium chest. The wardrobes when checked needed a dispel magic. Thus they can truly be seen. What you thought was a simple wooden wardrobe turns out to be well worked metal wardrobe made of gold and platinum. Each is worth 6,000 gold. Plus there is a hidden compartment in each one. Inside you find a very nice long sword and a very nice quarterstaff. When you identify them you find the long sword is a +4 and the quarter staff is a +4. All in all you will be spending 30,000 gp to get everything identified.


 
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