Ongoing Games (In-Character)Play-by-post games are going on in this forum as we speak (well, read). All threads on this board are actual games, so please, only post on a thread if you are a player of that game.
A small wagon rolls silently through the woods. A warrior walks beside it, a heavy hammer in hand. He is a dwarf, a battle cleric who has seen his share of war. Sitting on the other side of the wagon is a thin elf. He wears armor and carries multiple weapons, but a certain glint in his eyes shows he has more tricks up his sleeve. A halfling dangles his feet off the back of the wagon, his eyes darting around among the other adventurers and their coin purses. Another dwarf sits near him, a naive smile and a couple of warts on his face. At the head of the wagon is a man wearing robes covered in intricate embroidery. He has arranged this trip and gathered the group so that they can make it safely through the woods. You are these adventurers.
Weary from travel, you were thankful to see the lights of an inn peering out from between the trees. However, upon arriving, you notice something strange. The light you saw is no longer there, the building is falling apart, with rotting wood and crumbling stone, and nobody appears to be inside. With the sun having set and dark clouds rolling in, you have the choice of trying to sleep in the rain or sleeping inside the abandoned inn in the middle of the haunted woods.
Spoiler
Welcome to the game. As I mentioned before, when posting, type any out-of-character comments and dice rolls inside spoilers. Try to use only one spoiler per post. Each of you must choose a color for your character to speak in, and nobody can choose a color too similar to one that has already been chosen. For example, if someone chooses lime green, then nobody else can choose any other shade of green. Non-player characters will speak in black unless they are very important or have a reason to use a different color.
This game will be played on hard mode, which means that even foes who have low intelligence scores will use the best tactics I can muster in battle. In addition, if a character dies, there is no chance of bringing him back, unless you come across a fortune and a powerful magic-user. However, the player will have the option of creating a new character of the same level as the rest.
Your first decision is laid out before you. Discuss and choose your path quickly, for time waits for no adventurer.
__________________
Dubhshlaine, Elf Mage, in Eberron D&D 4e
With a muttered incantation, the elf creates an orb of light adjacent to the wagon. He moves towards the inn.
"It seems that we must take shelter in this abandoned abode.", the elf says as he walks up to the inn entrance. He draws his longsword, then casts another spell of light upon the entrance to the inn.
The warty Hill Dwarf with a short - for a Dwarf - dark brown beard hops off the back of the wagon and takes a gander at his surroundings. He couldn't help but get the feeling that something bad was going to occur. Instinctively, he draws his gnarled quarterstaff. He then looked at the Elf and whispered, "What do those pretty little Elf eyes see? Oh right, an abandoned Inn. Who knows what has taken up residence in... There. I say we send the Halfling in to scope it out!"
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Just going to post my character sheet in this thread, since recruitment threads have a short shelf-life. :)
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"Once more into the breach!"
Name: Mortimer Mortikind III Race: Hill Dwarf | Class: Warlock Alignment: Chaotic Neutral | Gender: Male | Height: 4'4" | Weight: 230 lbs
__________________________________________________ Str 11 | Dex 16 | Con 16 | Int 18 | Wis 10 | Cha 10 AC: 13 | HP: 15 | Initiative: +3 Background: Commoner (Innkeeper) Specialty: Survivor
Common Combat Statistics:
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Name
To Hit
Damage
Range
Save DC
Effect
Eldritch Blast
+7
3d6
50 ft.
-
-
Quarterstaff
+5
1d8+0
-
-
-
Dagger
+5
1d4+0
20/80
-
-
Skills:
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Name
Bonus
Effect
Animal Handling
+3
Interacting with animals
Forbidden Lore
+7
Recall info about Forbidden stuff.
Local Lore
+7
Recall info about the town where my Inn is located.
Professional Lore
+7
Expert in lore pertaining to Innkeeping.
Spells & Invocations:
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Pact:
Name
Level
Effect
Fey Pact: Verenestra
1
Gain a Wart when you gain this boon (1 time effect only). Spend a Patron's favor, allowing me to gain an advantage on all Charisma Checks made to influence it for the next hour.
Invocations:
Level
Name
Effect
Minor
Eldritch Blast
Hurl a bolt at an enemy w/i 50 feet. If I hit, the target takes 3d6 Force Damage.
Lesser
Fabrication of the Weave
Create a light, non-magical item worth no more than 25 gp. The object lasts for 10 (minutes, I presume).
Lesser
Visage of the Summer Court
Each humanoid creature of my choice w/i 30 feet must make a Wisdom saving throw. If the creature fails, I charm it for 1 minute.
Rituals:
Level
Name
Effect
1
Comprehend Languages
???
Equipment:
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Name
Weight
Cost
Benefit/rules
Leather Armor
15
10
11 + Dex Mod
Dagger
1
2
1d4 piercing. Range 20/80
Quarterstaff
4
2s
1d8 bludgeoning. 2 Handed
Adventurer's Kit
38
4
a backpack, a mess kit, 50 feet of hempen rope, a tinderbox, ten torches, ten days of rations, and a waterskin.
Spellbook
3
Free
Houses my Rituals
Background:
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Mortimer Mortikind III was born in a wealthy Dwarven town. His father was an innkepper, as was his father and his father before him. Mortimer married a feisty young Dwarf maiden, named Penelope, when they were 18 years old. Mortimer still remembers fondly her fiery red beard popping out from under her lily white veil on their wedding day. Ah, those were good times.
Mortimer owned and operated his own Inn called the "Big Bed Inn", which was well known for - you guessed it - having very large, fluffy beds. Dwarves didn't much care for the Inn but foreigners did. In fact, Humans loved coming to his little Inn. It was centrally located, provided human food for breakfast and dinner and the ample legroom of the beds was much beloved.
During the Winter season, which is always slow, a warty old hermit that smelt of sulfur came to stay at the Inn. Mortimer didn't much like humans of his ilk but business was slow and the Dwarf needed coin. The Hermit kept to himself, mostly. Only coming out of his room for dinner. At night, Mortimer could swear he heard more than one person in the Human's room.
One day, the hermit settled his bill and left for good. As the Hill Dwarf was cleaning out the Hermits' room, he discovered a black book with red runes scrawled across it. Mortimer decided to take a peak at what such a unique looking tome contained. That decision, changed his life. He was immediately contacted by a powerful fey being known as Verenestra. She offered Mortiknd a deal - his soul for unlimited power, wealth and prestige. The Hill Dwarf lead a simple life of a commoner but he had always dreamed of becoming wealthy and truly providing a life for his beloved, bearded wife. With a little trepidation Mortiknd was given the knowledge of the Warlocks. His soul was her's but fortune and fame were his. That very evening, he bid his wife farewell and struck off on what she believed was an "information gathering venture to see how Human Inns operate." In reality, Mortikind became an adventurer!
__________________ My Campaigns:
- Avengers: Heroic: TrackerICOOC
Proficient with all Weapons, Armor, and Shields, Combat Superiority (1d6), and Fighting Style (Duelist; Deadly Strike, Parry, and Tumble), Weapon Attack +3
Specialty: Magic User
Spoiler
Arcane Dabbler (Light, Mage Hand)
Background: Thug
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Bad Reputation, Skills (Intimidate, Stealth, Streetwise)
Seeing that his guards are already scouting out the abandoned inn, Brokanas surveys the area with his magical sight, to detect if anything odd is in the area. After doing so, he shouts out "Any of you see anything? I could swear this inn used to be open, not ruined like this"
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Cast Detect Magic.
Also posting my sheet below.
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Brokanas Arcanas
Human Wizard
Basic Info:
Str 10 Dex 13 Con 15 Int 17 Wis 13 Cha 9
AC 11 HP (1d8+7)[13] Ranged: +6 Ray of frost 1d6+3 Melee: +6 Shocking Grasp 1d8+4
Background: Sage
Specialty: Survivor
Chaotic Neutral Male 5'6 140 lbs Black Hair Blue Eyes Medium 20 Years old
Equipment:
Robes
Quarterstaff
Spellbook
Backpack
Adventurers Kit
80 GP
The dwarf cleric cautiously approaches where the others have gathered in front of the inn. "Damn, I was looking forward to a beer and a bed." He says with a heavy sigh. The dwarf kneels and carefully examines the ground in the area for tracks or signs of recent activity.
Spoiler
Looking for any kind of tracks, last humanoid to come through etc. Not sure if Tracking is rolled into Survival or a feat this edition.
Survival:(1d20+6)[11]
Perception:(1d20+6)[21]
Character Sheet
Spoiler
Brumli Grimnar
Mountain Dwarf Cleric of War
Str: 18 Dex: 12 Con: 14 Int: 12 Wis: 17 Cha: 10 AC: 18 HP: 10 (1d8HD) Initiative: +1 Speed: 25ft Vision: Low-light Melee: +6 1d10+4dmg (Warhammer) Magic: +5 1d8+4 (Radiant Lance) Intimidate:+3, Religious Lore:+4, Spot:+6, Survival:+6 Description: good male 4'5" 195lbs brown eyes dark grey beard medium 43yrs
Spells: (0)2/day
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Radiant Lance
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Minor evocation
Your devotion reveals itself as a beam of light that shines from your holy symbol or weapon to burn a path through your foes. Effect: Make a magical attack against one creature within 50 feet of you. On a hit, the target takes 1d8 + 4 radiant damage.
Bless
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1st-level enchantment
You bestow your blessing on your companions, giving them the heart to face their present trial. Effect: Choose any number of creatures in a 20-foot-radius sphere within 50 feet of you. Each of those creatures gains a +1 bonus to attack rolls for 1 minute.
Channel Divinity 1d8+4 1/day
Spoiler
Benefit: Once per day as an action, you can channel divinity (a magical effect). When you do so, choose a creature that you can see within 30 feet of you. If the target is living, it regains hit points equal to 1d8 + your Wisdom modifier. If the target is undead, it takes that amount of holy damage. A cleric who worships an evil deity instead deals unholy damage to a living creature and heals an undead creature.
Cure Light Wounds
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1st-level conjuration
You channel divine energy into an injured creature to mend wounds and ease suffering. Effect: You touch a living creature. It regains 1d8 + 4 hit points.
Crusader’s Strike
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1st-level evocation
Your prayer evokes the fury of your patron deity and binds it to the weapon you wield. Each time you strike with this weapon, the ground quakes and the air shudders around your foe, as your god’s wrath finds release. Effect: Make a melee weapon attack against a creature within your reach. The attack deals 2d6 extra holy damage on a hit and 1d6 extra holy damage on a miss. An evil caster may deal unholy damage instead.
Background: Soldier
Spoiler
Skills: Intimidate, Spot, and Survival. Trait—Military Rank: You have a military rank from your career as a soldier (the exact nature of your rank is determined at the time you select this background). Soldiers loyal to your former military organization still recognize your authority and influence, and they will defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment, horses and vehicles for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Specialty: Healer
Spoiler
Level 1: Herbalism
You have mastered the techniques that allow you to create potions, bandages, and healing kits. Prerequisite: Intelligence or Wisdom of 11 or higher Benefit: You can spend 1 hour to create up to three items, chosen in any combination from this list.
* antitoxin (25 gp)
* healing potion (25 gp)
* healer’s kit (2 gp 5 sp)
To create an item, you must expend material components (herbs, vials, cloth, and the like) worth the amount given for each item.
Special: If you gain this feat at the time of character creation, you start play with one antitoxin, one healer’s kit, and one healing potion.
Level 3: Healer’s Touch
You have a knack for healing that makes your care better for your allies. Prerequisite: Intelligence or Wisdom of 11 or higher Benefit: Whenever you would roll dice to determine how many hit points a spell, magic item, or other effect restores, do not roll the dice but instead take the maximum possible result.
If you create a potion that heals, that potion always restores the maximum number of hit points.
Finally, when you take a rest, if you have a healer’s kit you can tend to wounds and aid your allies in the healing process. You can tend to yourself and up to six other creatures, and when you do, any Hit Dice spent by tended creatures always restore the maximum number of hit points.
Traits:
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Speed: 25 feet. Your speed is not reduced by wearing heavy armor with which you have proficiency. Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows. Dwarven Resilience: You are immune to damage and other effects from poison. Dwarven Weapon Training: When you attack with an axe or a hammer with which you are proficient, the damage die for that weapon increases by one step: from d4 to d6, d6 to d8, d8 to d10, d10 to d12, and d12 to 2d6. Stonecunning: While underground, you know your approximate depth and how to retrace your path. You can identify the age of visible stonework and make a reasonable guess as to the culture responsible for its construction. Languages: Common and Dwarven.
Mountain Dwarf Ability Score Adjustment: Your starting Wisdom score increases by 1. Armor Mastery: You are proficient with light and medium armor. While wearing medium or heavy armor, you gain a +1 bonus to Armor Class.
Description:
Standing 4'5" and 195lbs. Brumli is fairly stout by dwarven standards. He keeps his head shaved and his beard is best described as braided braids intermingled w/ clasps giving it a rope like appearance. Brumli wears plain chainmail with various runic symbols of Moradin hand painted on the pauldrons & greaves.
Personality:
Brumli is curious and outgoing but quick to anger. For the most part, he has a live and let live philosophy unless he is crossed. For those who stay on his good side, Brumli is loyal and protective. He will not hesitate to help those he feels are in need. When not out adventuring he can be found experiencing local color in the closest bar. He has little respect for the Arcane Arts putting his faith in a higher power.
History:
Thanks to his temper, Brumli spent most of his youth getting into trouble. His constant brawling led him to the brink of exile. Gruntham, a cleric of Moradin, recognized his potential in the Berserker Brigade and took Brumli on as an apprentice. Gruntham trained Brumli to focus his anger and rage for the greater good and trained him to keep his fellow berzerkers alive.
Brumli worked his way through the ranks of the Berserker Brigade, eventually earning a place in Urrak Battalion, better known as "The Skullsmashers." Brumli spent a his years as a Skullsmasher fighting in many skirmishes over ore deposits in King's Canyon. These battles honed his skills as a combat medic and taught him a grudging respect for Orcs on the battlefield.
Mortimer pipes up, "I've seen something like this before. Back in my homeland, I slashed prices and drove my competition to bankruptcy. Their impressive inn was abandoned. Hundreds of gold invested and all for naught. Ha, commerce - the one true equalizer in the world. At any rate, after a few weeks of languishing unused, the vagrant population moves into the abandoned inn and wrecks the place. Didn't look too dissimilar to this place. My bet is, nothing good lives inside."
__________________ My Campaigns:
- Avengers: Heroic: TrackerICOOC
Peering in through the broken doorway, you see the main room of the inn. Several wooden tables and chairs are against the walls of the room. There is a counter along the back wall, with a doorway on either side leading into the back rooms. A cask sits behind the counter, showing that this room was once used as a tavern. A staircase leads up to the second floor, where the bedrooms would be.
Brumli notices that the tables and chairs seem to have been deliberately moved to the sides of the room to make space in the center. However, the dust is thick, so they were not moved recently. There are also faint lines etched into the wooden floor, but they do not spell anything, at least in a language any of you know.
__________________
Dubhshlaine, Elf Mage, in Eberron D&D 4e
The cask contains red wine. When you step behind the counter to examine it, you also notice that there is a trapdoor on the floor with a padlock keeping it closed shut.
Being a former innkeeper, Mortimer knows that the trapdoor will lead to the inn's basement, where food and supplies were kept away from customers with twitchy fingers.
__________________
Dubhshlaine, Elf Mage, in Eberron D&D 4e
A look of guarded curiosity creeps across Brumli's face as he examines the floor. "This is odd, they cleared space in the middle of the room. And there's something carved in the floor." He dusts the floor for a better look. "What do you folks make of these markings?"
Mortimer creeps inside the inn with his allies and whispers, "We should check the basement before we go upstairs. It's a better location for enemies to hide and - more importantly - for the past owners to hide valuables."
__________________ My Campaigns:
- Avengers: Heroic: TrackerICOOC
Brokanas enters the remains of the inn, following his guards. He steps lightly on the rotting planks, and says "I doubt any of us could upstairs without coming back down rather quickly, the whole place is falling apart. At least the cellar should have food and drink, and we could sleep down there to at least have something solid over our heads." He then scans the floor with his magic sight.
Carric has to grimace a bit as he drinks the wine; it certainly isn't of elven quality, but it's nowhere near as bad as dwarven ale.
Brokanas notices a faint aura of magic, but it's not a spell that is currently in effect on the area. It only means that magic was cast here recently, or that very powerful magic was cast here long ago. He can sense that the magic belongs to the school of Conjuration.
Just then, Brumli notices a light coming from the open doorway to the left of the counter. It appears to be moving, and growing brighter.
__________________
Dubhshlaine, Elf Mage, in Eberron D&D 4e
Mortimer looks around and takes mental notes of the tavern, where the chairs are placed, the shapes of the tables, the size of the glasses, etc. He'd want such info, so he could fool his wife into believing he was still learning about how Humans constructed their inns and taverns.
__________________ My Campaigns:
- Avengers: Heroic: TrackerICOOC
While giving the halfling and human a wide berth to examine the floor, Brumli notices the light in the doorway by the counter. He cautiously approaches, pausing a few feet from the door to draw his weapon. "Who goes there? Friend or foe?" He says staring into the darkened doorway.
Looking into the room, you find the kitchen, where once the meals served at the inn were made. The light is coming from the window, from outside. Peering out, Brumli sees two short creatures carrying a lantern. They have long reptilian snouts and short rat-like tails; they are kobolds. They are approaching the back of the inn through the woods. However, there is no door on that side of the building for them to enter, but they seem to be making their way directly towards the wall of the building.
__________________
Dubhshlaine, Elf Mage, in Eberron D&D 4e
Looking up from the faint signs of magic on the floor, and following his guards, Brokanas hissed "Kobolds! Scum of the earth, the lot of them. Probably trashed the tavern and slaughtered the owner, and now feast themselves on his food. I say we kill them." He then glared at the kobolds and readied his magic to cast at them if needed.
Last edited by yugi24862 : 08-26-2012 at 10:16 AM.
The kobolds notice the light coming from the inn and stop in their tracks, realizing that the light is not a torch but a magical and unfamiliar one. They share some quick words and dash back to the forest in a different direction from where they came.
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Dubhshlaine, Elf Mage, in Eberron D&D 4e
Mortimer hesitantly calls out, "Ack, they're going to get re-enforcements! We oughta check this place out quickly and see if they stashed any riches, then high tail it out o' here as fast as possible!"
__________________ My Campaigns:
- Avengers: Heroic: TrackerICOOC