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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 12:38 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
I made an edit to my previous post so if anything I said applies to you do it. But we have five character sheets submitted, so it's time to start in some way. Whoever comes sixth will have to catch up.


The fifth member of your team enters, and so too does Kijun. "Your sixth is not here, but I believe he will catch up later. I have an errand of utmost importance, and while I would go myself, I am busy keeping other threats of the north at bay. On my journeys I have heard of a powerful artifact, whose secrets lie with a dragon at the farthest northern reaches of the land, and a dragon in the desert far to the west. I would ask you find out more about this, before they use it themselves. I will not be paying you for your services, but dragons are known for hoarding a galleon's worth of treasure, more even. Who knows, you may find something even greater than gold along the way." He pulls out a terrible looking map, basically showing the basic geography of the areas past civilization (which will be put into the OP when I make it), along with notes of some creatures there. "Take this, it may prove useful." With that, he takes leave.

With a crude map of the uncivilized world, you could easily take the quest he has offered you. And while I suspect you'll be heading towards one of the dragons, there are options of where to go.

To the south, southeast and east is the sea, for either a sea route or just escape to a life of piracy and derail my whole campaign, but you have no boat. The northeast is swampland. The north to northwest is mostly woods and plains. West and southwest are further civilized lands, with a town here and there, mostly plains. This is not geography you learned from the map, you live in this area and know it well enough, though the map does match it somewhat. All directions but south/southeast will get you at least partially closer to either dragons locations if the map is right.

With a gather information check, you know that a noble in the western city of Houtin is looking for warriors to expand territory to the north, and is offering rewards. The city is a two days walk it seems, but you already knew that.
You know most people don't come back from the areas Kijun wants you to go.

You are currently in Port Starboard, a quaint port town. What do you do?
Decide amongst yourselves where to go. Vote, gamble, gladiate, whatever you need to do to decide.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 1:36 am 
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IC: Well team, the way I see it, we have two options. We can either rush headfirst into the lair of these dragons, or we can prepare ourselves a bit first, by running whatever errand it is that that Houtinite wants us to do.

If we do the former, we reduced the possibility of the dragons actually using the artifacts before we can stop them, while if we do the latter, we reduce the possibility of us all dying horrible deaths on the way there.

So! Who would like to do what? I myself shall abstain from voting until I hear some more opinions.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 2:14 am 
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Location: N...nowhere, really. Just passing through.
OC: Alright, got it edited.

Also OC: Do we want to work on establishing a posting order so we don't get ahead of people, within reason?

IC: I take a seat at the table and glance over the map again. "Conniving old coot...'dragon's hoard', indeed. Nice chance of carting that off with the owner giving naught but a 'How d'you do?'"

"...I don't see a reason to 'rush in there headfirst'. I was rather keen on the objective of yon venture being these secrets of his, not the apocalyptic lizards themselves. I'm not terribly curious as to what the inside of a dragon mouth looks like so if possible I'd want to nick the prize out of there without making a big fuss."

"I don't imagine doing that will be easy either, so getting better suited for the job first seems a smart idea. My vote's westwards, either the city or some of these towns. They mean people; people mean supplies, information, and smaller jobs. With luck means staying clear of some of them swamps 'way north too later on."

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Last edited by Otherwise on Fri Feb 10, 2012 2:38 am, edited 1 time in total.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 2:18 am 
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IC: I say we run Houtinite's errand. He's promising a reward which is more than I can say for some.

Besides, I think we would have a grander tale to tell if we accomplish feats of more than dragon slaying. That and I don't know about the rest of you but, I don't think I can take a dragon just yet. From all the tales I know, you need a bit more than good intentions to prevail. Well, except a few tales anyways.


OOC: My knowledge skill is in history as in grandiose tales and legends mostly. I am a bard after all.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 9:17 am 
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Location: over there *points*
Krom liked at the map, drinking some Grog.
"Krom think we can handle dragon. But If you want we can go kill kill for Hootini. We get more stuff."

OOC: Krom will be a nicknamer, or forget people's names. because he's an idiot. stupid INT score of 6.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 10:06 am 
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Kamak wrote:
OoC:
Sol Reaper wrote:
So... yeah. Remember when I said I would be rolling a toon.
ilied.jpg

Mainly because I'm having trouble starting.

Here's the info you need to start:

Guidebook
Step-by-step instructions to create character (Part one is stats; part two is feats, abilities, and equipment; and part three is spells (so you might want to skip that)

The rest of the info is in the first post (like the 28 point buy system).


Thanks, but I'm also having trouble finding a suitable character sheet that doesn't require me to print it out.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 10:11 am 
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Sol Reaper wrote:
Thanks, but I'm also having trouble finding a suitable character sheet that doesn't require me to print it out.


http://www.myth-weavers.com/forumhome.php
make an account and then hit the button at the top labeled sheets. it's nice since it also does a lot of the math for you.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 10:11 am 
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daisies you, ninja barbarian.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 10:13 am 
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Otherwise wrote:
daisies you, ninja barbarian.

right, I know what I'm cross-classing in next then!

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 10:13 am 
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LordSeth wrote:
Sol Reaper wrote:
Thanks, but I'm also having trouble finding a suitable character sheet that doesn't require me to print it out.


http://www.myth-weavers.com/forumhome.php
make an account and then hit the button at the top labeled sheets. it's nice since it also does a lot of the math for you.


I'm a noob to MythWeavers. I've "made a sheet" but I haven't been able to get into it to edit it at all.

EDIT: daisies, I'm dumb. Figured it out.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 10:16 am 
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LordSeth wrote:
Otherwise wrote:
daisies you, ninja barbarian.

right, I know what I'm cross-classing in next then!

Guess I've found a new catchphrase.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 10:49 am 
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Alright, I've gotten 2/3 of my character sheet done. To do: Items. Wizard, ho!

Also, I'm confused as to how I'm supposed to roll HP because I can't find it anywhere in the SRD and you haven't specified how we're doing them. :psyduck:

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 3:13 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
With 3 people voting Houtin, that seems like reason enough to believe that's where you'll be going. With it already being late, and your pack train asleep, you wait until dawn to start. As you wake up, you loot the rest of your friend and traveling companion's house for breakfast and take some lunch for the road. It's all well and good though, it would have rotted while you were gone and wouldn't last on the road. With a successful int check, of all people to get a successful int check, Krom had the idea of putting his house up for rent or sale while you're out adventuring. You also had enough of a wisdom check to tell the others the idea, stop getting such lucky die rolls from me.
Doing so will not delay the trip, include whether you'll sell/rent/nothing ooc in your post.

With the matter of being a real estate agent behind you, you pack up the mules and get to trail blazin'. Krom and Smeli hear rustles from the bushes on the northern side of the path, and Semli succeeds at seeing them. Upon being spotted, the kobolds run. You have defeated the kobolds apparently, and gain 0 exp. Ah, this is because we aren't using exp in this game, but if we were, you'd get... 0 exp!

Night has come and your mules are tired, so you set up camp by the road. It is clear and not too cold, so you don't need tents. Who sleeps/guards/etc? Also, where are the mules kept in relation to you/the fire? As said before there is no penalty for not sleeping, but I'm considering putting in just a liiiiittle penalty over the long run.

The camp itself is 5x5 squares, or about 25 sq.ft., but light from your fire continues to shine a bit further out into the woods. Though further west you'll see a decline in trees, either from logging near Houtin or the plains past there, it's still pretty woody here.
You had ample opportunity to fill your waterskins at a small river you crossed earlier should you have needed it, but you also drank from there so you need not drink now. Your breakfast and lunch were good enough that you don't need to use a ration or part of one for the day.

Sol: either roll for HP or take the average. Since you're a wizard that would be the average of a d4, or alternating between 2/3 + con bonus per level. First level you have a full 4 + con bonus, no roll required.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 5:33 pm 
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"Krom the Kromite, Suuu-per genius!"
OOC: yeah, I tend to be a lucky guy. :awesomeface:

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 10, 2012 5:55 pm 
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Location: N...nowhere, really. Just passing through.
OOC: With luck like that it's going to make my skill investments look like a waste pretty fast.

IC: I can take a watch. Just don't dream about anyone so well that you don't come out of it if I need you to.

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