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Author Topic: Giffcas D&D Thread Business
Reniz1
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Post Re: Giffcas D&D Thread Business
on: June 27, 2014, 19:26
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im ready aswell, who are we missing?

tint
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tint
Post Re: Giffcas D&D Thread Business
on: July 1, 2014, 23:41
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next session will be saturday, july 5th, at 5pm

Giffca
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Giffca
Post Re: Giffcas D&D Thread Business
on: July 2, 2014, 21:59
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Player Characters
—–

Tint is playing Smith Westland the Human Duskblade, as well as a trained Lawyer.
Dragon is playing Oskar Ungart, the Dwarf Cleric of Frenden the Traveler.
Earth is playing Vallus Liadon, the Elven Rogue that appears to have a broner for Smith.
Mouse is playing Ruby DuKair, the Half-elf Ranger, on search for her brother.
Renitz is playing Doladin the Dwarven Fighter, part time psychopath.
Ultra is playing Rabbit the Half-Orc Monk, and he’s basically a floater.

—–
D&D Jackal’s Den Campaign
(Untitled Story)
Session 1 Journal

—–

To begin, I had the players create their pre-history, it is as follows:

Doladin was sitting in a tavern. In a drunken stupor, he saw someone holding a shiny object he coveted. With beer goggles and impaired judgement, he tries to forcibly take the unidentified shiny object from the other patron in the bar. They start a fistfight, and Doladin gets hauled off to the town jail. Oskar, watching the whole thing go down, takes pity on his fellow dwarf and bails him out of Jail.

After a while traveling together, they visit a monastery so that Oskar could pray to Frenden and brighten the future travels. Overhearing the prayer, the young Half-Orc monk named Rabbit asks the two if he could join them on their journey. They really didn’t have any objection. It was sort of a “whatever” reaction.

Meanwhile, in the town of Clerkvim, a thief attempts to steal from a collector. Vallus has been stalking a collector and studying his home layout, preparing a massive heist to steal his most precious and valuable materials. Overestimating his abilities, on the night of the heist the collector had posted guards in the home. He was hauled to prison and put on extreme lockdown. Vallus calls for the help of Smith Westland, a well renowned Lawyer to help him out. Smith took quick work of proving his innocence, but at a huge price: Eternal debt.

Doladin, Oskar, and Rabbit arrive in the town of Clerkvim. They’re about to go to the tavern, when they see a guard sexually assault a lady. That lady happens to be Ruby DuKair, and she did not take kindly to the “hearty boobgrab” whatsoever, and an all-out brawl starts. They quickly become involved and beat the pulp out of the town guard. Which, in this land, is a terrible crime. They’re all hauled off to jail.

Now, it’s up to Smith Westland and his new assistant Vallus Liadon to help prove the group’s innocence. Unshocklingly, Smith succeeds in proving the party’s innocence against the corrupt guard, and he gets stripped of his duties.

Here marks the end of the pre-history.

The game begins with the party celebrating in the local tavern, the Rusty Bucket. Some of them drink heavily, and others people watch and chitchat, when suddenly a brutish looking man in plate stands up and shouts “Stop that girl!” He points, and everyone watches as this small blue-cloaked figure with short red-orange hair flees out of the tavern door. Everyone takes chase (Except for Vallus, who is very comfortable in his chair.)

Outside, they see her darting down the street surprisingly fast. She seems to be holding a greatsword in her arms. Ruby quickly jumps on her horse and takes chase. The little girl, seeing the horseback pursuit and all the fellow adventurers trailing behind, quickly darts into an alleyway where she attempts to climb over some boxes and get over a fence. She’s very slow, and she gets grabbed by the cloak by Ruby, whom is instantly astonished by her eyes; orange eyes with blue pupils are highly unusual.

The rest of the group gathers around and Doladin gives the sword back to the gruff and grumbled platemail guy. They ask the girl why she stole the sword, and the girl explains that she needed to get her special ring back from Ogres. They take interest in her based on her special condition. Smith is almost positive that the girl is transfigured somehow, and her true being is not a little girl. They offer to help, and she opens up to the group. Her name is Amber, and she is quickly pseudo-adopted by Ruby as she takes Amber to her room before they set off after the ogres.

They finish their meals and gather their belongings, and Ruby tries to get to know Amber a little more, and asks more specifically about what happened. Amber explains that she was playing by the river, when three ogres jumped out of the bushes and chased after her. She remembers being smacked on the head and later waking up missing her ring. She discloses that the ogres seemed to be under the lead of a larger ogre with a black skull painted along his face.

Impatient, Doladin goes upstairs and busts down the door to Ruby’s inn room, announcing that it is time for ogre slaying. The rest of the party in the tavern below are alerted, and the Innkeep goes upstairs, panics, and calls the guards. Fortunately, Oskar and Ruby tried to repair the door, and Smith assures the guards that they will be leaving town on a mission, and Doladin pays the innkeep for the busted door.

Then, they set off over the river and through the woods, and then they reach a clearing that Amber assures is really close to her camp. (It appeared that she lived on her own, and her mother and father are out of the picture.) Ruby and Amber both check on Amber’s camp. Ruby is astonished when Amber tells her to close her eyes, and speaks in dragon, dispelling an illusion around her campsite.

They both go back to the rest of the group, and they rest for the night. During the first watch, Vallus and Ruby notice a black winged creature approach Amber and they end up scaring it away. Ruby tells Vallus that it might be a “friend” of Amber’s. She believes that Amber’s true form is that of a dragon, since she spoke draconic earlier.

The party awakes and travels through the forest and get to the edge of the forest. They also manage to find some Ogre tracks. Vallus points out the tracks to Doladin, who then screams “OGRES!” so loud that it echoes throughout the forest and almost seems to shake the nearby trees. Ruby quickly punches Doladin in the face, and the two almost start a bloody fight when Smith intervenes– and like Professor Oak in the pokemon games– he says that “now is not the time to use that.” More or less.

They follow the tracks, when they hear guttural shouting and see some figures from a distance. They begin combat with Three Ogres equipped with hide armor, greatclubs, and javelins on their backs. They also seem to have a large wolf with bone-protrusions and horns growing out of it’s skull and spine. The party defeats them and identifies the wolf as a direwolf. Tint and Ruby are badly injured, and the rest of the party is somewhat banged up from the encounter. They retreat back to the river to camp.

This ends the first session.

(Also, I did leave out the funny parts and what not, but this is strictly for the story elements, so we can keep track of what is going on incase we don’t get to play every week.)

Reniz1104
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Post Re: Giffcas D&D Thread Business
on: July 3, 2014, 13:25
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That was the most fun i have had in ages, cant wait for the next session

tint
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tint
Post Re: Giffcas D&D Thread Business
on: July 6, 2014, 00:06
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next session is Monday, 7/7, at 9pm CST (10 Eastern, 8 Mountain)

Giffca
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Giffca
Post Re: Giffcas D&D Thread Business
on: July 6, 2014, 19:51
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Player Characters
—–

Tint is playing Smith Westland the Human Duskblade, as well as a trained Lawyer.
Dragon is playing Oskar Ungart, the Dwarf Cleric of Frenden the Traveler.
Earth is playing Vallus Liadon, the Elven Rogue that appears to have a broner for Smith.
Mouse is playing Ruby DuKair, the Half-elf Ranger, on search for her brother.
Renitz is playing Doladin the Dwarven Fighter, part time psychopath.
Ultra is playing Rabbit the Half-Orc Monk, and he’s basically a floater.

—–
D&D Jackal’s Den Campaign
(Untitled Story)
Session 2 Journal

—–

The group survives the night by the river, and observe as the same creature that stalked Amber in the night happened to be a black pseudo dragon, because it shows up again this night, and is seen being cuddled by Amber like a teddy bear. Knowing she was caught with the dragon, she quickly sends it away.

They realize their situation and how injured everyone is, so they start tearing down camp while Oskar tries to catch some fish with the help of Ruby, and the plan is to head back to town. Vallus helps in cooking the food, and shortly after they set off along the riverside, they hear the sound of a distant horn. They book it to the town, and make it there before the end of the day.

In town, they rented some rooms at an expensive inn estate area named the Phoenix Flame. Aside from Doladin’s usual antics (shouting, making people uncomfortable, and almost being thrown in jail), the party purchases a bunch of minor healing potions from the local alchemist. Doladin has a tanner try to create a cloak out of the dire wolf pelt, and since that will finish in a day, the party decides to head off towards the ogre camp the next morning.

Fast forward to the party, they find the ogre camp which looks like a cliffside, with the treeline of the forest beginning at the top of the cliff. In front of the cave entrance were sharp stakes driven into the ground and corpses were hung from the trees above the entrance. The party decides to try to be stealthy, going around the cliff and over the entrance in the woods somewhat… but when they get there, they spot an ogre that also spots them. The archers loose arrows at the Ogre, but the ogre blows the horn and runs straight for the entrance, jumping off the cliffside. They follow into the cave.

Inside the cave, they find an overturned wagon and bloody dragmarks, and they hear booming orders that sound like an ogre but don’t sound like they come from a specific source. There are three ogres in the cave, and the party engages them in battle. Doladin ends up falling in a 20 foot pit when he charges and takes damage (for like the first time other than being punched in the nose.) They slay the ogres, proceed through the cave, and find what looks to be a dug-out area exposing a stone fortress underground.

The first room inside, they find a stone desk and rubble, along with skeletons along the wall, longswords near each of the skeletons. They try to take the longswords from the skeletons and they spring to life, but the party dismantles them almost effortlessly. Amber shows Smith a potion that she “found in the room” (instead of stealing from the alchemist.) It is revealed to be a potion of levitation, which would’ve helped in getting Doladin’s armored ass out of the pit.

They proceed through a room with plenty of hay bedrolls and ogre-spit ridden pillows. Nothing unusual. (Unless the stains are actually ogre jizz, but that sounds terrible.)

The next room contains a very large fountain pool with a lionhead pouring the water. There are bookshelves lining the walls of the large room, and there is a chest built into the fountain wall. Doladin quickly rushes to open the chest, when a huge elemental of water funnels and forms out of the water in the pool. It crosses it’s arms and starts speaking in an indiscernible language. Oskar casts discern language, and understands what the elemental says when he dips his hand in the pool of water. Inside the chest is a scimitar with a blue crystalized blade. Oskar slams the chest shut and tells everyone not to grab the sword.

After inspecting some books in the room and a book on the desk, the party moves to the next room, which seems to be a hallway with a bookshelf in the wall. Doladin is the first to see some freshly woken up, naked ogres looking at him out of a doorway. When he goes to attack, the door is promptly shut and held shut. They proceed with combat, and the room had more bedrolls and pillows.

During the combat, Ruby discovers a metal book that is actually a level for a secret door in the bookshelf. Amber quickly dashes in the tunnel, and Oskar and Ruby follow. They discover some alcohol in barrels (That is aged too much, appeared to be wine) and a chest that contained a bastardsword, a rod with a purple crystal on each end, a couple gems, and gold.

When the party regroups to continue, Smith puts his hand on the handle of the next door after Doladin refuses to kick it down. Of course, the door is trapped with a shivering cold trap that hurts like hell. After the trap goes off and Vallus finds the trap had a one-time use, the party all hear a gutteral ogre voice advising them to leave immediately, and that they will not be harmed if they do. They open the door to find the ogre with the black skull painted on his face sitting in a spellcircle. The ogre also had some sort of chainmail vestments and unusually luminescent white skin. He casts a spell and springs a bear rug to life that grapples Doladin to the ground.

The party deals a whopping amount of damage to the ogre mage, so it turns to a misty gaseous form and flees underneath the bed. Amber, clung to the ceiling as a dragon spits acid all over the bed and claws at it after the mage. (Which I forgot to mention the last session, she is in fact actually a dragon, presumably a very young copper dragon.) The animated rug falls flat, and they inspect the room for about a minute, finding the chest with Amber’s belongings (All but the ring she needs back.)

They lift up the bed once they discover a trapdoor under the bed. Swinging the trapdoor open, they notice pitch blackness that doesn’t seem to shift when they hold torchlight to it. Smith and Doladin jump down swinging wildly but to no avail, and then Oskar uses a light spell to counter the darkness, while attempting to command the mage to surrender (Which he does not.) They notice that his wounds have healed up, and as they continue fighting they learn that he heals as he fights. Fortunately, Doladin the tank absorbs all of the mage’s greatsword damage with his armor, and Vallus lands the killing blow via in arrow in the skull, sending the ogre to his bubbling, desiccated death.

The party finds Amber’s ring, and they rejoice. Ruby also finds a twisted black ring, but she pockets it. They see a hallway and a door around the corner. Amber stays back, and appears to have her eyes rolled back in the back of her head as she tries on her ring. Ruby asked if she was okay, and Amber assured her that she “thinks that’s what it is supposed to do.” (DUN DUN DUN?)

They continue to the (Spoiler alert but not really) last room of the dungeon, that appears to be a church room with a statue of Vezuhl, the god of Death, in place of the altar location. Strangely, the statue is holding a black, crystaline dagger instead of a scythe. Smith takes the dagger, pauses, and proceeds to smash the statue up with his hammer. They look for extra rooms and turn back.

They start hauling Amber’s chest through the dungeon until they get back to the room with the fountain, the elemental is no longer there. Doladin swings open the chest again and all of the water drains out of the pool. In an instant, both Doladin and Smith reach for the scimitar in the chest and with grips tight, try to outstrength each other to get it. Smith lets go, but in a twist, he draws the black knife and stabs right at Doladin’s neck, creating a lot of tension in the room.

After the tension, Smith steps back and sits down in confusion. Instead of questioning him, they impatiently leave the fortress and cave as Doladin rejoices having “won the scimitar.” Outside, they see the sun setting, and this is where the party leaves off.

Ultracity
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Ultracity
Post Re: Giffcas D&D Thread Business
on: July 7, 2014, 19:55
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http://imgur.com/gallery/6yxLL

Giffca
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Giffca
Post Jackals Den D&D Session 3 Journal
on: July 8, 2014, 10:36
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Player Characters
—–

Tint is playing Smith Westland the Human Duskblade, as well as a trained Lawyer.
Dragon is playing Oskar Ungart, the Dwarf Cleric of Frenden the Traveler.
Earth is playing Vallus Liadon, the Elven Rogue that appears to have a broner for Smith.
Mouse is playing Ruby DuKair, the Half-elf Ranger, on search for her brother.
Renitz is playing Doladin the Dwarven Fighter, part time psychopath.

—–
D&D Jackal’s Den Campaign
(Untitled Story)
Session 3 Journal

—–

The party exits the cave and decides that they should camp instead of trying to head back to down in the blackness of night, so they go back above the ogre camp hill to do so. In the morning, Ruby attempts to find some food for the party by hunting. She finds a couple of badgers (It may have been the same one, actually,) but then she did come across a sleeping black bear that she knows would be more than enough food for the whole group.

She climbs up a tree, and shoots at the bear. Her second shot wildly misses, and the bear charges for her, and actually manages to climb up the tree with her to claw her. Ruby successfully kills the bear though, and some shitty bear stew aside, they all eat and rejoice and what not.

Amber insists that her chest of lovely goodies get taken back to her camp. (The whole party assumes it is gold being how heavy it is and how jingly the contents of the chest are) They bring it there and then go back to Clerkvim, the town they started in. They realize there is only one Inn and Tavern in the whole town, and that’s the same Rusty Bucket that Doladin had broken a door in.

They try to get rooms in the inn, and the innkeeper insists that they have a security deposit for Doladin, which seems to work fine. If that law wasn’t enough, Smith writes the party up a contract as they decide to stick together as an adventuring company. Everyone signs it, and they all go back to sleep and what not.

In the morning, Doladin remembers the cloak and insists that they head to Hallowstem. They agree to go there, being it’s a larger town and they can stock up on supplies. The ride there is fairly uneventful and doesn’t take the whole day to get there, so they get some shopping done while they’re there.

They try to get potions from the other alchemist in town, rather than from the pickpockety gnome they dealt with the last time. They meet Cissnei, a busty–yet still classy– elven woman. She sells them all the proper potions they request, and the party asks if she can identify magical items at all. Out of practice, she still looks around the shop to find the necessary components to do such, and they pay her to identify four items.

The blue crystal Scimitar that Doladin has turns out to be a sword of waterbending (Shush.) Essentially the sword blade is made of water, and it can use more or less water to turn the sword into any type of sword, as well as being able to just carry around the hilt and absorb water for the sword when the time arrives. It’s also magically enchanted with a +2 bonus.

The party presses on Smith to identify his dagger, and he allows it. They warn Cissnei of the dagger being some sort of tainted and not to touch it, so she uses some sort of warding scroll on herself. After identifying it, it turns out to be a dagger that changes the alignment of whoever posesses it to chaotic evil (As long as they posess it.) The dagger also has the ability to boil the blood of whatever it stabs. CIssnei buys it to keep the dagger from falling into the wrong hands.

They identify the black twisted ring that Ruby found, and it turns out to be a wishing ring. Cissnei warns that the creator of the ring may have been of an evil alignment, so they have to be cautious to make sure the wish turns out right.

Last but not least, Ruby also checks the rod with the purple crystal, which turns out to be a rod of magic missile.

They thank Cissnei for her help. Cissnei asks about Amber’s eyes though, and Ruby tries to avoid the question. Puzzled and inquisitive, Cissnei lets the question go, but warns the party in Elven that the little girl may not be in her true form (Which they already know.) The party then does some more shopping around town, and then they head off to a less expensive inn in the town, the Eagle’s Talon.

Once inside, they realize that this tavern is where all the adventurers seem to gather, and the innkeeper turns out to be a very charismatic gnome spellcaster with a fancy bottomless (Or topless) tophat. It is an enjoyable night, and they even notice Cissnei at the bar. Smith buys her a drink in regards to her help, and she approaches the table to talk to the party.

The party had asked her if she knew where any work was to be had, and she mentions that she just learned of a town in the hills named Fieldfar that has been attacked by Wyverns. The interesting part is that the wyverns seem to be under the command of someone, and the party decides to take on the mission. Smith notes that the only thing that should be able to command wyverns are chromatic dragons, and after Doladin shouts “Kill all the dragons!” Amber rushes upstairs.

Vallus follows Amber and apologizes for Doladin, when Amber divuldges what her ring does. (Which will be explained to the whole party later, so I’ll explain it at that point.)

Cissnei starts talking about Amber more, and about her transfiguration and her theories. She then mentions that she’s seen Amber in her shop before, and that today she caught a black pseudodragon trying to steal from her shop. Ruby, knowing that this pseudodragon is Benson, a friend or companion of Amber’s, takes Cissnei outside to talk more about what is going on. Apparently the pseudodragon wasn’t even trying to take from the shop itself, but was found lurking around her bedroom.

The party considers everything and ends up trying to talk to Amber about this, who attempts to flee from the party. Smith uses a flare spell in front of Amber and dazzles her, so they manage to catch her. Upset, Amber tells Ruby what she had told Vallus. The ring allows her to see through the eyes and hear the thoughts of another person, and she knows that they can see her thoughts and through her eyes. She tells the party several things about the man, named Bergemor, that leads the party to believe that he is a bad man. Amber says she was worried about him being in the same place as the person controlling the wyverns, being that she knows roughly where this Bergemor lives. He lives in a castle, and Amber mentions seeing a horse with a fiery mane. She confesses to trying to send Benson to steal the journal from Cissnei’s shop, and that she was doing it because Bergemor told her to, and she trusts him because after all, the ring belonged to her mother.

They all gather the appropriate information about Bergemor from Amber, (Ruby and Vallus being the only ones that know about the ring, and how Ruby knows of him) and they decide to talk to Cissnei tomorrow to get Benson back for Amber, and then set off to see what exactly is going on and what they may be able to do about it.

When they arrive at Cissnei’s shop the next morning, they mention Bergemor, and Cissnei instantly gasps. The party figured that they would get such a reaction, and they talk about how Amber claims Bergemor is good, but how everything leads to him being a bad guy– but Cissnei insists that Bergemor is indeed a good, and very powerful wizard. She tells the party that when she was an adventurer, she and her party had an encounter with Bergemor, and she knows how to get to his castle. They ask for a note, but being that Bergemor was trying to get Cissnei’s journal, it seemed very inappropriate. Cissnei does tell the party that she will help in any way she can, though, and the party ends up asking if she can accompany them to Queenlake and solve everything.

So they suit up, Cissnei gets an elemental to run the shop for her while she’s gone (Using a spell Smith recognizes as one only a strong Wizard is capable of,) and they set off towards Fieldfar.

Oh, and before they left, Smith and Oskar both got laid in the Eagle’s Talon. So there’s that.

(And if I missed any important details about Bergemor, Amber, Cissnei, or anything else that sticks out, please do remind me. I couldn’t quite recall everything and format it properly for text form.)

Earthbound-
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Earthbound93
Post Re: Giffcas D&D Thread Business
on: July 9, 2014, 03:29
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It should be noted btw that if anyone else does in fact want to play they can feel free to at any time :3 would be great to have a group of like 8 just to give giff a heart attack

Giffca
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Giffca
Post Re: Giffcas D&D Thread Business
on: July 10, 2014, 22:29
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Oh I forgot to type up a Journal entry. I’ll do that tomorrow after work.

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