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Black Wyvern

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  1. Hold on! Weren't you in my three player game a few years back where we used the rotating caller? I thought that worked really well. Can you explain what you don't like about it @SCARY WIZARD? I am not saying we have to I just need a mechanic that keeps the game moving forward and uses player voice. I am open to other suggestions.
  2. DM Narrative The check of the trap indicates it is secured. The little beast picks one of the doors. "Yes! Yes! Follow me! We will go to the big hairy goblins! They have really good ears so be quiet. Come! Come!" The goblin says almost dancing down the rough hewn corridor. The area was once a natural passage, meaning it twists and turns unpredictably and has no uniform height or width, but it was widened and smoothed out long ago. The ceiling is blackened from the passage on many torches and the stone of the floor is worn and shows the scratches of thousands of hobnail boots having passed through. The little beast frequently turns back toward your group and puts a finger over his lips as you pass by side tunnels. "Sh! Sh! Danger just now." There are several areas were the path is covered in water but never more than a few inches deep. Each time he asks for the light shield to come up and he gazes down into the murk before waving you on. After about a half hour he raises his hand indicating you should stop. Ahead just at the edge of the shield's light is a solid looking door blocking the passage. "We here!" he says in a low tone that could be either fear or menace. It is hard to tell which. Tactical Nuttin' Party Goblin: Charmed Oswald: 1/2 T4, AC 6, HP 16 -3, Move 12", Missile +2 Sling +4 Odovacar: F3, AC 2, HP 18 -1, Move 6", Sword 3/2 +2 +3 Aize Bron: F3, AC 4, HP 24 -5, Move 9", Spear 3/2 +2 +3 (Shield under light spell Turn 2) Dahlia: E F2/M2, AC 3, HP 10, Move 6", Sword 3/2 +2 +3, Spells: 1st(Sleep, Light) Kalevere: M3, AC 9, HP 10, Move 12", No attack mods , Spells: 1st(Charm Person, light, hold portal) 2nd(Phantasmal forces) Wilhelmina: 1/2 E C2/F1/M1, AC 4, HP 7 -1, Move 9", No attack mods , Spells: 1st(CLW, Prot from Evil, Sleep) Telperion: C3, AC 3, HP 13, Move 6" , No attack mods , Spells 1st(CLW, Purify Food & Water) 2nd(Silence) Talon: F3, AC 6, HP 18, Move 12", Battle Axe 3/2 +2 +3
  3. I am seeing one vote for giant hairy goblins. Unless I hear different I will take that as the choice on Sunday. This does bring up the idea of a caller. Not for everything but when the board goes silent someone who can make the choice. What I have done in the past for this is to have the Caller rotate after one choice. So say it is Scary's turn to be caller. He stays caller until it comes down to me needing a decision to keep the game from stalling. Once he makes the choice Caller goes to X. I will keep track of the Caller in my DM posts. What do you guys think? It is just a way for me to make sure we don't stall.
  4. I am going to wait on a DM post until I get a consensus of which path you are taking.
  5. Sure! I will roll the dice behind the screen here. Okay, Kalevere thinks it is a black dragon! Cause she remembers an notoriously ugly black dragon named Harry a few years back. Serious answer: No! I don't allow those kind of ability checks, or any kind of ability check unless a character says I am gonna... and I want to determine randomly if they succeed. In which case I will call for the ability check or more likely I will roll it behind the screen if you shouldn't know if it succeeds. Though, I must say, of the hints I thought giant hairy goblins was about the clearest.
  6. DM Narrative "River folk, uh? Lizard men? You call I think. There river but it have land to walk over it. Most likely we fight any trail. No way happy but Dark Man not control back door. It shorter way by long shot." The creature says. Tactical Nuttin' Party Goblin: Charmed Oswald: 1/2 T4, AC 6, HP 16 -3, Move 12", Missile +2 Sling +4 Odovacar: F3, AC 2, HP 18 -1, Move 6", Sword 3/2 +2 +3 Aize Bron: F3, AC 4, HP 24 -5, Move 9", Spear 3/2 +2 +3 (Shield under light spell Turn 2) Dahlia: E F2/M2, AC 3, HP 10, Move 6", Sword 3/2 +2 +3, Spells: 1st(Sleep, Light) Kalevere: M3, AC 9, HP 10, Move 12", No attack mods , Spells: 1st(Charm Person, light, hold portal) 2nd(Phantasmal forces) Wilhelmina: 1/2 E C2/F1/M1, AC 4, HP 7 -1, Move 9", No attack mods , Spells: 1st(CLW, Prot from Evil, Sleep) Telperion: C3, AC 3, HP 13, Move 6" , No attack mods , Spells 1st(CLW, Purify Food & Water) 2nd(Silence) Talon: F3, AC 6, HP 18, Move 12", Battle Axe 3/2 +2 +3
  7. I think we actually went another room beyond on the mirror to 31 and encountered the locked door.
  8. DM Narrative The little creature once more nods and climbs up to the split in the rock. It is able to move in quite easily. The rest of the party, especially the armored humans have to turn sideways and at places suck in to slip in. The vertical split continues for a good 100 feet. While the sides of the cavern are a split in the rock of the cliff, the ceiling is mostly lodged rock and logs that fell in, presumably when the fissure occurred. The floor is close to the same as the ceiling however the inhabitants have both through effort and passage produced a more smooth earthen surface. The occasional worn log and rock are visible in the dirt but generally do not impede movement. Before entering Dahlia casts a light enchantment on Aize Bron's shield. Your small ugly guide calls a halt after the hundred or so feet and turns to Oswald. "Here there is pit! I go lock into room to lock it shut. You stay here." He then moves in his loping gate into a wider area that is beyond the glow of Aize magically lit shield. Within a few moments it returns. "Is safe to move forward now." It points out the vague outline of the trap and the tie rope that keeps it from opening. You have to pass over the pit to get into the room. The area hear seems to have been widened out by mining. The area is roughly hewn from the living rock. The light fails to illuminate the room beyond the wall too your back. The ceiling is about 8' tall. "There three paths from here: one guarded by black cat, one by river folk, and one by giant hairy goblins. Which way I go?" The creature asks. Tactical Nuttin' Party Goblin: Charmed Oswald: 1/2 T4, AC 6, HP 16 -3, Move 12", Missile +2 Sling +4 Odovacar: F3, AC 2, HP 18 -1, Move 6", Sword 3/2 +2 +3 Aize Bron: F3, AC 4, HP 24 -5, Move 9", Spear 3/2 +2 +3 (Shield under light spell Turn 2) Dahlia: E F2/M2, AC 3, HP 10, Move 6", Sword 3/2 +2 +3, Spells: 1st(Sleep, Light) Kalevere: M3, AC 9, HP 10, Move 12", No attack mods , Spells: 1st(Charm Person, light, hold portal) 2nd(Phantasmal forces) Wilhelmina: 1/2 E C2/F1/M1, AC 4, HP 7 -1, Move 9", No attack mods , Spells: 1st(CLW, Prot from Evil, Sleep) Telperion: C3, AC 3, HP 13, Move 6" , No attack mods , Spells 1st(CLW, Purify Food & Water) 2nd(Silence) Talon: F3, AC 6, HP 18, Move 12", Battle Axe 3/2 +2 +3
  9. It is where I keep my DM planning thread. So that is probably what you are seeing. No player hokey pokey going on.
  10. DM Narrative The little creature nods its ugly head. "Of course I trust. Many thanks elfling. I be good goblin. I very fond of you! I make sure to lock pit and show you ambush. Come let's go." By all appearances the beast is under Kalevere's spell. The party moves down the trough to the base of the falls. The goblin shows you a narrow path through the brambles. At times the heavies need to stop and cut the heavy overgrowth back a bit to be able to pass. The promised back door isn't far away but the trail does slow you considerably. The goblin soon points to a slender split in the rock face of the cliff below the falls. It is narrow but everyone will fit. Tactical One goblin remain Party Oswald: 1/2 T4, AC 6, HP 16 -3, Move 12", Missile +2 Sling +4 Odovacar: F3, AC 2, HP 18 -1, Move 6", Sword 3/2 +2 +3 Aize Bron: F3, AC 4, HP 24 -5, Move 9", Spear 3/2 +2 +3 Dahlia: E F2/M2, AC 3, HP 10, Move 6", Sword 3/2 +2 +3, Spells: 1st(, ) Kalevere: M3, AC 9, HP 10, Move 12", No attack mods , Spells: 1st(Charm Person, light, hold portal) 2nd(Phantasmal forces) Wilhelmina: 1/2 E C2/F1/M1, AC 4, HP 7 -1, Move 9", No attack mods , Spells: 1st(CLW, Prot from Evil, Sleep) Telperion: C3, AC 3, HP 13, Move 6" , No attack mods , Spells 1st(CLW, Purify Food & Water) 2nd(Silence) Talon: F3, AC 6, HP 18, Move 12", Battle Axe 3/2 +2 +3
  11. Ohthere nods at the dwarf's words, "I agree with Stoyan. If we can do it quiet mores the better. There is an open passage on the mirror to this area, where we found the treasure under the log trap." Talking!
  12. DM Narrative The goblin shrugs at the question. "I your prisoner. I do what I need to live. Dark Man not friend, not even pay very good. You do what you need but you promise I lead you there and be friend you let me go after?" It says. Tactical One goblin remain Party Oswald: 1/2 T4, AC 6, HP 16 -3, Move 12", Missile +2 Sling +4 Odovacar: F3, AC 2, HP 18 -1, Move 6", Sword 3/2 +2 +3 Aize Bron: F3, AC 4, HP 24 -5, Move 9", Spear 3/2 +2 +3 Dahlia: E F2/M2, AC 3, HP 10, Move 6", Sword 3/2 +2 +3, Spells: 1st(, ) Kalevere: M3, AC 9, HP 10, Move 12", No attack mods , Spells: 1st(Charm person, light, hold portal) 2nd(Phantasmal forces) Wilhelmina: 1/2 E C2/F1/M1, AC 4, HP 7 -1, Move 9", No attack mods , Spells: 1st(CLW, Prot from Evil, Sleep) Telperion: C3, AC 3, HP 13, Move 6" , No attack mods , Spells 1st(CLW, Purify Food & Water) 2nd(Silence) Talon: F3, AC 6, HP 18, Move 12", Battle Axe 3/2 +2 +3
  13. That would be my choice. Sorry I meant to post IC that we should go around rather than chop through.
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