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The Crawl: Char Gen & Rules

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Thread replies: 233
Thread images: 13

File: The Dungeon.jpg (248KB, 1600x1056px) Image search: [Google]
The Dungeon.jpg
248KB, 1600x1056px
It looms before you. The nomads you traveled with are the descendants of the great desert empires. A faint echo of power.

The Dungeon, created by gods long dead. In it is the fabled [Orb of Omipontence]. Twenty years ago, it opened. Adventurers from all corners of the world traveled, determined to be the first to descend the Dungeon and ascend into godhood. Nobody came back, a decade passed, rumors spread that someone had already gotten the Orb, or that it did not exist, or that.... The rumor spread and multiplied, now only the desperate and foolish seek it out -- and only the desperate find it.

You have found it. You Ascend to the peak where the entrance lies tomorrow morning with your few possessions.


>Rules + Format notes

I'll explain the format as we go along, for now, we're using Pathfinder/Dnd 3.5 rules with very few minor alternations I have made. Vote on Class, then Race, then Name. Based off that I'll make a base character for speed reasons, from there all build choices will be up to you guys.

After Char gen, some ID's will play as our MC and other ID's will play as the BGs. If one group is slow to the draw I will step in to keep things rolling.


>What's your Class?
>>
>>1230495
Cleric
>>
>>1230495
Bard
>>
>>1230495
Cleric
>>
>>1230545
>>1230608
>>1230615
You are a Cleric

>What is your Race?
>>
>>1230712
Satyr
>>
>>1230712

Human
>>
>>1230712
Halfling
>>
>>1230712
Human is pretty good for most things.

Been a long while since I've had to look at the 3.5 rules. Is proper knowledge of the mechanics needed for this quest?
>>
>>1230761
A basic knowledge is needed, any complex mechanics I will explain when asking for a roll.
>>
>>1230761
>>1230803
http://www.d20pfsrd.com/

I'm mainly drawing on Pathfinder here, but I will include 3.5 monsters and rules if you guys specifically want something.
>>
>>1230712
Human

Also, are we choosing Domains and Gods for our Cleric yet? Or is that DM discretion?
>>
Human it is.

>>1230856
>Pick or make up a God
I will choose domains based off that choice.
>>
>>1230869
>Bane
Lawful evil here we come
>>
>>1230869
>Fharlanghn
>>
>>1230869
Zorg, the hateful god of all that burns and is forever turned to ashes. Under his fiery gaze, we shall all incinerate, and for eternity suffer in the plains of fire.
>>
>>1230869
>Kek
>>
>>1230869
>Fharlanghn
>>
>>1230869

Have you heard of our lord and savior, THE GOD-EMPEROR OF MANKIND?
>>
You worship Fharlanghn, the Dweller in the Horizon.

>What is your name?
>>
>>1231040
Ferdinand or Firman.
>>
>>1231040

Johnny Wandring
>>
>>1231040
I haven't a particular preference myself, but I'll vote for Ferdinand in order to break the tie.

In future, perhaps you might consider rolling to break ties on less significant choices?
>>
Should probably just use a name generator honestly
>>
>>1231040
Ferdinand Porsche
>>
Tooz Renots
>>
File: Descend.jpg (298KB, 1024x768px) Image search: [Google]
Descend.jpg
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Once, when you apart of an order, you would let go of surnames as all travelers were family.

You go by only Ferdinand now.

>>1231186
Duly noted, the delay was mostly me making this: https://docs.google.com/document/d/1w60lCtQqtwW_9U7ezpibnvBo5G4fprrFYe76naa3A30/edit?usp=sharing
Speaking of which here you folks are for char sheet.

Because you fit in easily with the nomads being a well-worn traveler yourself you did not need to be guided by them: +50gp
Due to your knowledge of healing, you were able to save the Chieftains daughter. He showed his appreciation by giving you a small black opal (250gp)

The night falls under the Dungeons watchful spire. In the morning you ascend to its peak. You're excited after hearing the legends of the grand entrance, but it is a simple stone door in the end. 8ft tall, 4ft wide. You open and it does not make a sound -- a staircase descends into oblivion and you strike a torch.

There is the slightest click as you walk down the stairs, turning you see the door has closed behind you. It does not matter, you must press on. After 80 feet the corridor turns sharply left. After another 40 feet of walking you reach a crossroads, where do you turn?
Straight the pathway continues into darkness, to the left you can see a rotting wooden portcullis.

>Go Straight
>Go Left
>>
>>1231445
>Go Left
>>
>>1231445
Go left
>>
You go left, as you approach the portcullis you can see the room inside has a high domed ceiling, Someone, or something, has scrawled "Beware the basilisk" on the east wall.

>Roll a Perception check
1d20+2, I will take the first roll.
>>
>>1231445
>Go tfel
>>
Rolled 11 + 2 (1d20 + 2)

>>1231472
>>
>>1231478
Decent roll, I'd say. Maybe we won't get killed in the cradle
>>
Rolled 15 + 2 (1d20 + 2)

>>1231472
>>
>>1231478
You see a single dusty piece of parchment in a dark corner of the room.

>What do you do?
If you want to lift or break down the portcullis include a 1d20+str mod roll
>>
>>1231488
Go grab the parchment and give it a read, I guess.

Given the nature of the place we're now in, I hope we're regularly stopping to cast Guidance and Resistance on ourself at regular intervals. If not, we ought to at least be doing it right now.
>>
>>1231495
The portcullis currently blocks your path.
>>
Rolled 8 (1d20)

>>1231488
this>>1231495
>>
Rolled 12 (1d20)

>>1231495
I assume that the parchemnt is beyond the portcullis

>>1231488
We could try to lift it
>>
>>1231488

Read parchment
>>
>>1231505
I'm going to assume that you use guidance before any not time dependant skill check FYI.

You lift the portcullis and slip into the room. Picking up the parchment you cannot tell what it means, only that it is a scroll.
>Recieved Scroll XDGMAI x1

With nothing else in the room, you suppose it is time to move on.

>What do you do?
Note you can simply read the scroll and see what happens, if you do this you will know what all other scrolls of this type do.

To the north, there is a wooden door and a stone door. To the East, there is an iron door. You came from the South, you may return there if you wish.
>>
>>1231543

>Keep the scroll in our inventory, let's move onward straight ahead
>>
>>1231543
Can we listen at the doors to check if there's anything on the other sides?

The choice of door seems largely arbitrary, so I'll say at random we go with the wooden door first.

Also, Guidance.
>>
>>1231563
You can: simply roll a perception check.

>>1231559
"Straight" doesn't really have meaning in this context.

>>1231563
You go the wooden door, it appears to be stuck.

>Force the door (Str check)
>Listen to doors (Percp check)
>Write in
>>
>>1231543
>>1231563

this
>>
>>1231570
>>Listen to doors (Percp check)
>>
>>1231570
Ah I see, well in that case,

Listening at the doors seems like a good plan
>>
>>1231570
>Listen to doors (Percp check)
>>
Rolled 16 (1d20)

>Listen to doors (Percp check)
>>
>>1231608
There is only silence

>>1231580
>>1231588
>>1231593
Any action that has a (check) requires a roll.
>>
Rolled 17 + 2 (1d20 + 2)

>>1231616
Check the stone door next to the one we're at next.

If we end up causing a ruckus in one of the rooms, we don't want anything hitting us from behind.
>>
Rolled 10 (1d20)

>>1231616
sorry,is always a d20?
>>
>>1231626
"Check"? Do you mean listen at that one too or are you rolling to force it
>>
>>1231636
Almost always

>>1231626
You hear faint scratching of tiny feet. The bonus would also be +3 because of guidance.
>>
Rolled 10 (1d20)

>>1231650
>Force the door
>>
Rolled 10 + 3 (1d20 + 3)

>>1231650
Lastly take a quick listen at the iron door.

We'll want to clear out whatever's behind the stone door or else bar it from our side before moving on, but that comes after.
>>
>>1231639
A "Check" is a term used to say you're attempting to do it, roll to "check" if you succeed or fail.

>>1231674
Which door?

>>1231675
You hear faint dripping.
>>
>>1231712
wooden door
>>
>>1231728
You shove but it does not budge.
>>
>>1231712
Are there handles on the doors or some other means we can use to jam them?
>>
Rolled 3 (1d20)

>>1231732
look for something on the floor to jam the wooden door
>>
File: Stone Door.jpg (215KB, 506x339px) Image search: [Google]
Stone Door.jpg
215KB, 506x339px
>>1231733
Depends on the door, not really for stone (pic related) certainly for wooden and iron.
>>
>>1231756
The floor is bare.
>>
Rolled 4 (1d20)

>>1231761
Force all doors
>>
>>1231768
The stone door is locked, your meager efforts fail to dissuade its inertia. The iron door swings open easily... Your torch lights a hallway for 30ft before darkness is absolute.

>What do you do?
>>
>>1231784
Go further into the dungeon.
>>
Rolled 13 (1d20)

>>1231784
sneak further on the dungeon
>>
>>1231807
>>1231791
You notice the pathway begins banking to the left when you arrive at a crossroads:
>Go left
>Go right
>>
>>1231823
>>Go left
>>
>>1231823
>Go left
>>
>>1231838
>>1231854
The pathway twists but eventually rights itself putting you face to face with a wooden door. You can hear the sounds of an argument occurring in a foreign tongue behind it.
>>
Rolled 7 (1d20)

>>1231858
>sneak further
>>
Rolled 11 (1d20)

>>1231858
Try and listen in to understand what they are saying
>>
>>1231873
Where? Do you want to open the door?

>>1231892
While their mellifluous voices are incomprehensible, you cannot help but notice the anger in the tones.
It seems some things are universal.
>>
Rolled 6 (1d20)

>>1231912
slowly open the door
>>
Rolled 4 (1d20)

>>1231912
Head back, still stealthed, and go the other way.
Rolling to maintain stealth.
>>
>>1231934
>>1231927
I'll need to see a tiebreaker here.
Tiebreaker should reroll.
>>
Rolled 14 (1d20)

>>1232013
>>1231927

Slowly open the door
>>
File: Aaaayyy.jpg (84KB, 288x432px) Image search: [Google]
Aaaayyy.jpg
84KB, 288x432px
>>1232056
>>
>>1231927
>>1231934

Thank god it wasn't these rolls lol
>>
>>1232056
The door swings open, revealing two Drow. They look surprised before reaching for their swords...

>Roll for initiative. Drow will roll together.

Okay so combat:
If the first number in your ID is EVEN (2, 4, etc) you play as our Hero, if it is ODD, ZERO or you do not have ANY numbers in your ID you play for the monsters/villains. I will state if I am controlling an enemy for plot reasons. Find the stat block for the drow below:

Drow:
CE Medium Humanoid (elf); Init +2; Senses darkvision 120 ft.
Perception +2; AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex);
hp 4 (1d10); Fort +2, Ref +2, Will -1, +2 vs. enchantment; Immune sleep; SR 7;
Weak light blindness; Speed 30 ft.;
Melee rapier +2 (1d6/18-20); Ranged hand crossbow +3 (1d4/19-20 plus poison);
SA spell-like abilities CL 1st;
Str 11, Dex 15, Con 10, Int 10, Wis 9, Cha 10;
Base Atk +1, CMB +1, CMD 13; SQ poison use
Skills and Feats: Perception +2, Stealth +2; Weapon Finesse


HAVE AT EM BOYS.
>>
File: Drow.jpg (21KB, 300x473px) Image search: [Google]
Drow.jpg
21KB, 300x473px
>>1232107
Forgot Pic, also: track HP in posts.
>>
Rolled 3 + 6 (1d20 + 6)

>>1232107

You follow the ways of the traveling god, you find friends in the strangest places, even in your enemies.
>show your hands and say clearly in common that you are not here to fight them.(Diplomacy)
>>
Rolled 8 (1d20)

>>1232107
>>
>>1232107
Alright I'm even so I'll be rolling on team cleric, I assume this was a initiative roll?

>>1232172
>>
>>1232200
Technically you'll be on the opposing team. and yes, that was for initiative.
>>
>>1232168
then we rolled a straight 3 for initiative
>>
Rolled 3 + 2 (1d20 + 2)

>>1232107
<A human! What in Lolth's name is a human doing here?>
>>
i guess the drow won initiaative?
>>
Rolled 3, 4 + 2 = 9 (2d20 + 2)

Drow be slow so I'll give it a go~

CHARGE!
They dash towards you blades glinting in the torch light -- you raise your shield!
>>
>>1232398
In the narrow doorway, the Drow cannot find a way to attack around your shield with their light rapiers.

HERO UP!
>>
Rolled 1 + 6 (1d20 + 6)

>>1232400

Continue holding shield and shout "I do not want to harm you, please stop attacking!(Diplomacy)
>>
Rolled 20, 13 + 2 = 35 (2d20 + 2)

>>1232407
They do not heed your words!
Instead, they attempt to work around your shield.
>>
File: All Is Lost.jpg (89KB, 640x462px) Image search: [Google]
All Is Lost.jpg
89KB, 640x462px
>>1232407
STOP. ABORT MISSION.
>>1232422
pic related
>>
Rolled 15 + 2 (1d20 + 2)

>>1232422
Rolling to confirm the crit. For now, I'll take over Drow so everyone can post for the hero.
>>
>>1232427
Crit confirmed.
>>
Rolled 4, 1, 1 + 6 = 12 (3d6 + 6)

>>1232439
The blades slip cruelly through your guard.
>>
>>1232449
You fall like a bag of wet cement. The metal of your armour crunching into the floor. The last sound you hear is the cruel tinkling of laughter.

You are holding a blade that you have just plunged through...
You see yourself on the floor. A blade through your heart. But it is your hand. It is your sword.

This is all very confusing. But you can see one of the Drow to your right! The battle rages on! But your body feels strange... wrong in all the right ways, right in all the wrong. Bile rises in your throat as you vomit blacking out.

---

In the perfect darkness, you see as you used to in the light of day. You're lying on a cot. The other Drow seems to be going through your things.

>What do you do?
>Pick one ability that you may now use once a day from the previous character.
>>
>>1232476

>Get up and try talking "what are you doing?"
>Keep "Bit of Luck", might as well keep the small gifts of our god.
>>
>>1232487
>I'll move on but let's see a few votes on what to keep.

Natural as walking, strange words come from your lips. "what are you doing?"

She looks over at you, "checking valuables, you okay?" She taps her head, "seems like he might have fucked with you."
>>
>>1232497
"He?"
Keep Bit of Luck
>>
>>1232497

Say "I can't remember whats happened, he must have tried to mess with my mind, can you remind me what's going on?" a true follower of the god of wanderers is able to adapt to almost any situation... though this one is a tad more difficult.
>>
Rolled 16 (1d20)

>>1232508
>>1232515
>You keep [Bit of Luck]
"He?"
She narrows her eyes, "yeah the human I guess he really did fuck with you."

Gauging her reaction you decide to follow along. "I can't remember whats happened, he must have tried to mess with my mind, can you remind me what's going on?"

"What going on is we're stuck here until the fucking dungeon shifts again." She shoves the scale mail you cared so diligently for into the wall making a loud bang. "The outpost is between us and the lower levels, so until things move we're sitting ducks hoping one of their patrols don't find us." She turns and looks concerned for a moment. "Are you sure you're okay Caelkoth?"

>Roll Sense motive
>>
Rolled 19 + 1 (1d20 + 1)

>>1232529
rolling sense motive
>>
>>1232533
oops that was supposed to be -1
>>
>>1232535
>That's correct, it is still high enough, however.

She's lying, that isn't your name. Syrvin. Yes. That's is.
>>
>>1232537
"Why are you calling me that? My name is Syrvin."

Should I roll bluff? I know DND Advanced, 2e, 4e, 5e, and Changeling. Not Pathfinder or 3.5 though.
>>
>>1232539

"You think he made me lose my own name? My head was scrambled, not blown up"
>>
>>1232539
Changeling won't help here, and it looks like you just missed us ;)
Not to worry bluff isn't needed in this case.

--
"Why are you calling me that? My name is Syrvin."
She looks suspicious, "just making sure. I'm going to go out and find some food. You, uh, remember what we were talking about?" She looks nervous, it's almost cute.
>>
>>1232542

cute if not for the fact you saw what she looked like while trying to kill you just minutes ago "A little, try jogging my memory a bit, everything is still a little fuzzy"
>>
>>1232542
I know advanced and 2e because my Dadplayed original in the 80s but didn't like the magic system, so he switched to 2e. 4e was what the club played in highschool, but there wasn't really any tangible distinction between classes.
>>
File: LocationShownInBlack.png (3MB, 1711x2251px) Image search: [Google]
LocationShownInBlack.png
3MB, 1711x2251px
>>1232543
"A little, try jogging my memory a bit, everything is still a little fuzzy"

"Right." She seems to be in a hurry to leave and does so quickly.

Looking around you realize where you are... (pic related)

>What do you do?
>>
>>1232565
Where on the map are we?

And help her with what she is doing. Also ask her name.
>>
>>1232565

Move over to the... your body and look for your silver holy symbol of Fharlanghn
>>
>>1232581
Read the filename ;)

>>1232582
As you pick up the symbol the only thing you feel is cold metal. The connect with your god seems to be broken.
>>
>>1232581
She is gone before you can ask. You do, however, remember that her name is Cylellinth.

>What do you do?
>>
>>1232599

Try and follow her
>>
>>1232601
You buckle your sword onto your belt unconscious, a movement you have never performed before but your body knows how to do. It's an odd feeling.

You feel like you agreed that you would stay back when she went out... But, you're not sure.

>We'll take a vote of what to do, currently one vote to follow her.
>>
>>1232608
Stay then, try and figure out this life story.

(Sorry, so many filenames are gibberish tat I have stopped looking at them.)
>>
Rolled 1 (1d2)

>>1232601
>>1232613
>>
>>1232616
You decide to press on, following her. You go down the hallway -- reaching a crossroads. You're... not actually sure where she went. You strain to listen but cannot hear footsteps.

>Go back
>Go left
>Go right
>>
>>1232618
go right
>>
>>1232633
You reach a well made wooden door, you know it's untrapped and in good condition.

>What do you do?

We'll have to leave it there for tonight. It's getting quite late for me here. Thanks for playing! I'll post tomorrow morning when I wake up.
>>
File: 1476284131426.png (401KB, 859x594px) Image search: [Google]
1476284131426.png
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Oh my lord I wake up and we got wrecked haha. So what, we're now *playing* the Drow that killed us? Pic related
>>
>>1232641

Well after having read the thread, we'll go ahead and open the wooden door- unless there's a chance we could examine the immediate area for any signs at to where our Drow companion went
>>
>>1232641
Lick the door for clues.
>>
>>1232641

open the door
>>
Goodmorning all!
>>1232833
Ferdinand (who you were playing) has now taken over the Drow Syrvin (who you are now playing.) OOC discussion of this is perfectly allowed as it may or may not be a major mechanic. I will not, however, inform you how it works ;)
All I will say is that there are ways of dying that will end the game and will require a full restart.

>>1232843
You'd need to try and make some kind of tracking roll, but the DC (difficult class) would likely be too high for a level-less Drow.

>>1232957
You open the door to a massive room. Inside rests a single lone skeleton. It does not move.

>What do you do?
>>
>>1232964

Back track to the room we were in, loot our... original body for items of value and any scrolls we were carrying.
>>
>>1233333
>tfw quints

You go back and see your possessions on the floor. You pick up the scrolls:
Scroll of protection from chaos, Scroll of Sanctuary, Scroll XDGMAI

Your gold (+50gp), and the opal (+250gp)

>What do you do?
You can use or equip other items if you would like:
Scale mail, heavy wooden shield, shortspears (2), healer’s kit, silver holy symbol.
>>
>>1233357

take the shortspears and the healers kit, tie the holy symbol around your neck, but put it into yuor shirt, out of sight
>>
>>1233370
With your old possessions equipped, you feel much better.

>What do you do?

I'm adding the option:
>Auto Explore
I'll just use an algorithm to explore. If you want to blitz through the dungeon.
>>
>>1233450

Go take a look at that skele, then take a look around at the exits from the massive room
>>
>>1233450

>>1233528
>this
>>
>>1232964
Also, Thank-you for the clarification and your patience :)
Are you currently on the /qst/ discord?
>>
Rolled 9 + 6 (1d20 + 6)

>>1233539
I am not, I didn't know there was one. Could you send a link to invite? Otherwise, we can make our own channel.

>>1233528
>>1233532
You go back to room feeling a little safer being better equipped.
...The moment you step into the room it jerks forward charging towards you!

>Roll for Initiative
>>
Rolled 3 + 6 (1d20 + 6)

>>1233718
Goddamn skele.
>>
File: skeleton.jpg (34KB, 450x417px) Image search: [Google]
skeleton.jpg
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Rolled 19 (1d20)

>>1234295
It strikes first thrusting the broken shaft it's spear towards you!
>>
Rolled 5 (1d6)

>>1234387
The shaft hits home digging into your shoulder.
>>
Rolled 19 (1d20)

>>1234398
I attempt to break the arm holding the spear off.
>>
>>1234407
You successfully land your called shot!
http://paizo.com/pathfinderRPG/prd/ultimateCombat/variants/calledShots.html

Roll to confirm crit. (In pathfinder you can crit undead)
>>
File: Brutal.png (136KB, 325x325px) Image search: [Google]
Brutal.png
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Rolled 15 (1d20)

>>1234485
I can't believe that worked. Too bad that we aren't a barbarian, otherwise this pic would be on point like no other.
>>
Rolled 1, 2 = 3 (2d4)

>>1234502
The skeleton's arm splinters! Suffering 1d4 str and 1d4 dex dmg.
>Roll for damage
>>
>>1234569
(You'll need to roll 2d6+4 as a rapier is a x2 weapon)
>>
Rolled 5, 2 + 4 = 11 (2d6 + 4)

>>1234695
>>1234569
Okay.
>>
Rolled 2, 2 + 4 = 8 (2d6 + 4)

.
>>
>>1234704
Your blade bites through brittle bone shattering the creature into components. Its gear is, unfoutunately, next to useless.

Looking around you can see a shallow pit in the southeastern corner with some markings that could be passed off as writing. On the East wall is a wooden door.
>>
Rolled 13 (1d20)

>>1234767
try to read the markings
>>
File: Symbol.jpg (26KB, 425x500px) Image search: [Google]
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>>1234776
You don't really understand, but you do see a strange symbol pop up several times.

Huh.

>Anyway what now?
>>
Rolled 14 (1d20)

>>1234958
Listen at the door
>>
>>1234958
>>1235012
Also, make note of the symbol. By the way, did we take the cleric body's items?
>>
>>1235012
Silence.

>>1235019
You did not, the shield, spears, and scale mail are back in the room you were resting in.
>>
>>1235085
Then I guess we should at least equip the scale mail, could hold onto the spear if it's not too cumbersome.

Then let's return to the large room and try to open the door to the silence beyond.
Add me on discord first then I'll throw you a link:
Ohli#4700
>>
>>1235365
Added.

You go back, again, and start putting on the scale mail. Luckily you're tall for a Drow. As you finish putting in on you hear the door open. Your ?companion? returns as you're finishing.

"Looking good." She grins, holding up a dire rat and some mushrooms triumphantly -- broken furniture over her back.

"Come on, we'll go eat."

>What do you do?
>>
>>1235496
check your wound and inform you companion of the skeleton attack while eating
>>
>>1235619
I was going to say flirt to gauge reaction but that sounds like a better idea.
Also we could somehow say that we got our head smacked and lost our memory or something similar- we need to know her damn name if she's actually going to staying with us
>>
Discord here: https://discord.gg/dZjDWGH
Feel free to ask rule questions or general discussion.
>>1235619
She frowns, "I told you not to go out. It looked like that human had some medical supplies use that."

The dire rat is put on a spit and the mushroom boiled. It's okay, better than trail rations. More and more is coming back to you. From your memory you were a pretty quiet guy, makes pretending to be him easier. If this even counts as pretending.

- You were from a noble family, she wasn't. That's why you're somewhat equal socially. You're friends.
- You're both basically children for Drow and ran away from home when you knew the dungeon was bout to shift.
- You know the dungeon occasionally shifts levels around. If you're in the right place and try enough times you'll move with it.

>>1235642
From before you learned her name is Cylellinth.
>>
>>1235650

"So what are you thinking, Cylellinth? What's the plan? You find anything else interesting?"
>>
>>1235767
She looks annoyed, "what did that fucker do? Whatever. We're hoping a guardian patrol doesn't come by and waiting for the floor the shift. We go down and floor and we'll just die and every stairway up is locked." She shrugs. "Unless you count the mushrooms, no."
>>
>>1235792

Say "After we eat and get some rest we should try to find a room with multiple exits so we can't get cornered", then rest i guess
>>
>>1235897
Could set up some kind of tripwire/alarms at the doors
>>
>>1235897
"Lead the way."

>>1235902
"Aren't the door loud enough?"

You finish up eating. She seems willing to follow you for now.
>>
>>1236000
Head to the room with the symbol, show it to her, then head farther in.
>>
>>1236010
Agree, let's go to that big room, symbol show and then through that wooden door
>>
>>1236010
>>1236013
She doesn't know what it means and doesn't like the idea of exploring. You'll have to roll with RP to convince her to go about the dangerous task of exploring the dungeon.
>>
Rolled 7 (1d20)

>>1236033
Look, there was a skeleton this way which I already took care of, and when I went in the direction of the humans path there was another symbol like this. They HAVE to mean something, possibly even indicating how the dungeon is laid out.
>>
>>1236060
"Yeah well, when you find something more than weird writing let me know. If you want to go get yourself killed, though..." She makes a shooing gesture. "You go right ahead. I'm going to move the bedrolls to where you took out the skeleton."
>>
Rolled 12 (1d20)

>>1236092
Move forward, rolling for stealth
>>
>>1236174
You reach the wooden door you were at before. Where you defeated the skeleton.
>what do you do?


Getting late for me here so calling it a day. I'll update tomorrow morning.
Thanks for playing folks!
>>
>>1236229
Open slowly, attempting some stealth I assume with this roll >>1236174
>>
>>1236254
Roll a perception check.
>>
Rolled 14 (1d20)

>>1237313

rolling perception
>>
>>1237476
You're about to open the door when the subdued glint of tarnished steel catches your eyes. Several slits disguised as natural gaps in the stone masonry house arrows ready for the unfortunate that opens the door.

>What do you do?
>>
>>1237501

kick the door open and jump back
>>
Rolled 3 + 5 (1d20 + 5)

>>1237602
Knowing what is about to come you position yourself and get ready to jump back... only hoping it is enough.
>>
Sorry, wrong name.
>>1237699
You are unharmed and the door is open. The pathway curves immediately left thus you cannot see further inside.

>What do you do?
>>
>>1237706

check for pressure pads on the floor, then combat roll through the doorway
>>
>>1237707

whatever, drow swagger through the door
>>
I'm going to assume fluff, both of those actions require rolls ;)
>>1237707

The pathway is long, 20ft left turn... 40ft right turn... what must be close to 400ft later you reach a crossroads.

>Go back (North)
>Go West
>Go South (keep straight)

I'm off for a couple hours, gotta do some work.
>>
>>1237822

Go south
>>
>>1237822
South seems as good a direction as any
>>
>>1237858
>>1238394
You pass a chute that disappeared into the darkness unless you decide to investigate it the hall continues until you reach a wooden door.

>Do something with chute
>Do something with door
>Other
>>
>>1238612
check door for traps
>>
Rolled 1 (1d20)

>>1238612
>>
File: Joyful_rabbit.jpg (75KB, 500x500px) Image search: [Google]
Joyful_rabbit.jpg
75KB, 500x500px
>>1238623

Oh christ. We better pray there's no trap on that door
>>
File: Spooky.jpg (181KB, 667x997px) Image search: [Google]
Spooky.jpg
181KB, 667x997px
>>1238623
>>1238619
I'll have fun with this one gimme a sec to write :D
>>
Rolled 13 (1d20)

>>1238775

rolling for horrible horribleness
>>
Rolled 6 (1d10)

>>1238788
As you check for traps you trip -- face first -- into a pressure plate. You have the barest moment to contemplate the gravity of how hard you just fucked up as you start falling face first down a pit. You manage to push off the wall as you fall, luckily, so you don't land face first.

It still hurts. A lot. (Take dice damage.)

[1/2]
>>
>>1238830
You black out as you land.

--

Everything hurts. Your breath comes out from what must be broken ribs. You're vaguely aware your shoulder was bandaged.

[2/2]

>What do you do?
Roll if your action includes getting up DC:5
>>
Rolled 9 (1d20)

>>1238893
Get up and look around
>>
>>1238920
Clenching your teeth through the pain you get up. You're in some kind of simple cell. Other than the clothing you were wearing under your armor you are bare. The bars are made of wood and although you can see in the darkness you can see the flicker of flame from down a corridor. When you look out you can see a variety of other cells, all but two are empty. In one is an especially mean looking kobold in the other is a skeleton with what appears to be...a monocle?

>What do you do?
>>
>>1239360
Search the cell for anything useful. Loose bricks, items in the filth, etc.
>>
>>1239414
That will require a roll, 1d20+2
>>
Rolled 4 + 2 (1d20 + 2)

>>1239568
>>
>>1239702
Oh my these rolls
>>
>>1239702
You find nothing of note. Something, however, finds you of note.

"WELL GOOD DAY SIR!" You look around for a moment before realizing that it is none other than the skeleton speaking to you.
"I DO HOPE YOU'RE A GOOD SPORT OUR GREEN FRIEND IS RATHER DOUR."

The 'green friend' must be the goblin who mutters something you don't understand. You could swear the skeleton is grinning but, for obvious reasons, it is very hard to tell.

>What do you do?
>>
>>1239809

"Hello sir, it is good to meet a friendly face in such a dreadful place such as this, perhaps we can combine our wits to find a way out together."
>>
>>1240466

>friendly face
(skull)
>>
>>1239809
"did you get stuck down hear too or are you just hear to kill(by spooking) anyone who falls in."
>>
>>1240628
"did you get stuck down hear too or are you just hear to kill(by spooking) anyone who falls in."

"TERRIBLY EMBARASSING I SEEM TO HAVE FALLEN INTO THIS CELL! MY OLD BONES DON'T HAVE THE STRENGTH THEY ONCE HAD OTHERWISE I WOULD HAVE LED A MOST DASHING ESCAPE!"

A voice from the sole source of light echoes back, "quiet down."

>Wait for something to happen.
>Continue speaking with Mr. Spoopy
>Other
>>
>>1241377
>Continue speaking with Mr. Spoopy
>>
>>1241466
You chat with him for a while and learn he was a necromancer who attempted to raise himself while alive as a skeleton. It seems it somewhat worked. His past experiments, involving mostly grave digging, meant that he was going to be here for a little while. He assures you that if you haven't done anything you'll be free to go soon enough.

Almost exactly when he says this a burly dwarf comes in, and barks at you in a language you don't understand. He starts getting mad at you then tosses up his hands and comes back with a half-elf.

"Put your hands through a gap in the same bar." He demonstrates.

>What do you do?
>>
>>1241483

Put hands through the bars as demonstrated
>>
>>1241483
Do we have any knowledge of the way the other races act toward Drow from the memories we're slowly acquiring? Not that it seems we have much choice
>>
>>1243578
While you do not remember any explicit reactions you've received, the fragments of memories tell you that at the very least the Drow you've spoken with on the topic feel that they do.

>>1243359
You put your hands through and manacles are placed on you, the door is opened and you are led out.
"What's your name?" The half-elf speaks, he doesn't seem antagonistic. If anything he sounds bored.
>>
>>1243869

"My name is Ferdinand, I am a follower of Farluaghn, why have I been placed under lock and key?" Is the Half-elf speaking common?
>>
>>1243874
You do not speak common, you speak Elfish and Undercommon. The half-elf is speaking Elfish. I have assumed you are conversing in Elfish.

"Far longing? What? Well, there aren't many friendly Drow, and we usually don't see any of your kind around here. Then over the last couple of days dozens of sightings of roving groups. Know anything about that? "
>>
>>1243889
"I think that they might be after me, though with things the way they are, who knows what agenda they have?"
>>
>>1244063
"Yeah? Whys that? And, just how are things?" He turns to the dwarf and says something in an unfamiliar language. The dwarf grunts and leaves. The half elf opens a door to a small room and directs you to sit at the far side of a table.
>>
>>1244098
"Simple, I wanted out. The politics of the Drow are about as straightforward as a web, and simple as a Beholder. I wanted to live as I wanted, that is, without politics, and one doesn't get to do that. You either participate or die. I aimed for a third option."
>>
Rolled 4 (1d20)

back home sorry for the rapid ID changes.
>>1244113
He sizes you up as you sit down.
>>
>>1244674
>>1244113
"So tell me how that relates to the increased activity we've seen."
>>
>>1244679

"I have no idea, I left before the patrols began coming up here, and I'm not important enough for them to be looking for me"
>>
>>1246093
Let's see a memory roll (1d20)
>>
Rolled 12 (1d20)

>>1246260
>>
Rolled 2 (1d20)

>>1246260
>>
>>1246717
You remember you were a noble, but not of which house. You guess its possible people came after you.

As you are unsure you'll have to roll a bluff if you want to continue with: >>1246093

Otherwise you can say something else.

>Roll for bluff
>Pick another action
>>
Rolled 18 (1d20)

>>1247100

rolling for bluff
>>
Rolled 19 (1d20)

>>1247255
>>1246093
He narrows his eyes...
>>
>>1247255
>>1247259
"Who are you trying to convince?" His eyes level with you as he sits down.
"Let's be honest. We can lock you up here, and let you rot forever if we wanted. They expect that of us. If you get out it's because you cut a deal. Even if you do manage to escape they'll assume you cut a deal."
He pauses, allowing it to sink in, "Ferdinand your life doesn't have to be over. If you have a family you want to save, friends, anything. You help us," he points at himself, "we can help you. How about we go through everything you know?"

>What do you say/do?
>>
Rolled 4, 19 = 23 (2d20)

>>1247274

"That might difficult, seeing as how I don't know much, I had a run in with a adventurer and I believe he did something to my mind, even if I knew anything then, I don't remember much now."

Rolling for bluff

Using "A bit of Luck" we have 1 use left now
>>
Rolled 8 (1d20)

>>1247298
>>
>>1247298
>>1247300
He thinks for a moment, "okay let's say I believe you. When you remember something, if you tell us and help us I'll see what I can do to get you out. Give us something truly usefully and I might even be able to smooth the transition."
>>
>>1247308
You are led back to your cell and brought, all things considered, a nice meal of fresh bread and some kind of meat stew.

Your friend the skeleton waves enthusiastically.
>Speak with them
>Try and remember more about the Drow's past (roll)
>Other
>Have an early night.

You have two actions before sleep overtakes you.
>>
Rolled 2, 13 = 15 (2d20)

>>1247316

>I talk to the skele-gent "So tell me, do you have any idea what is going on here? They seem to think I know, but I've taken a few knocks to the head while travelling and can't remember much."

>Then try and remember my... Host's past as a Drow. Use "A Bit of Luck" no more uses today
>>
>>1247327
>I talk to the skele-gent "So tell me, do you have any idea what is going on here? They seem to think I know, but I've taken a few knocks to the head while traveling and can't remember much."

He informs you that you are being held by the Guardians, a military group that defends the good/neutral intelligent races in the dungeon. They are a sort of military police. This is their highest outpost, used to screen newcomers as they enter the dungeon. It is simply called the Outpost. The man you spoke with manages the holding cells and interrogations. Other than the Outposts leader, they have the highest authority. He doesn't know much about the leader, only a series of conflicting rumors.

>Then try and remember my... Host's past as a Drow. Use "A Bit of Luck" no more uses today (13)
You remember fragments, the eldest son of a noble family that was neither major nor minor. Being eldest son didn't mean a lot on its own, but you had been arranged to marry a younger daughter of an important family -- who was an absolute monster. If your family broke the deal for any reason it would go very poorly for them.

You running away wouldn't really count as an excuse. You are struggling to remember more when you give up frustrated and begin mediation. The sound of a grunt brings you from your concentration. The dwarf gestures, putting his arm out. You oblige and manacles are put on. After the door is unlocked you are given a thick piece of bread which has been heavily buttered. As you are walked to the interrogation room you wolf it down.

You find who you now know is the warden recording something in a notebook, he doesn't move as you enter but you can see a cup of water sitting on the table with you sit down and drink greedily. As you place the cup back onto the table he snaps the notebook closed and fastens it.

"Sleep and food jog your memory?"
>>
>>1247397

"I remember a little, enough to know that if I am to be captured by the patrols that a terrible fate awaits me. I will try to remember more and will do everything in my power to help you, especially since it seems you saved my life. I apologize for not saying so before, but thank you and your organisation for saving my life earlier, and for giving me some kind of shelter, even if it is a cell, at least here I am safe from the drow."
>>
>>1248292
There is a moment of visual processing. While the Drow are pathological liars showing sincere gratitude usually conflicted too much with their pride unless it was with other drow, and even then it would almost always be a lie.

He steeples his fingers. "You are welcome. Why don't you tell me everything you know? Take your time, the accuracy of the details could mean lives."

>Roll 2d20
On a 15 or higher roll again, on a 20 roll twice more. The DC for success is 10.
>>
>>1249702
Sorry to be clear you are rolling to remember more.
>>
Rolled 15 (1d20)

>>1249702
>>
>>1249939
Still, have 2d20's more to roll.
>>
Rolled 10, 4 = 14 (2d20)

>>1250825
>>
New thread here: >>1256478
Thread posts: 233
Thread images: 13


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