Posted: Fri Aug 21, 2009 7:54 pm Post subject: Dry-as-Eastwood run.
(Basically a demo of how things will be run, and to give me a chance to test out how effective rolls be).
The following would be kept in the signature of the user:
*Character: Louis Gertrude Anders.
*Class: BluClr1 *EXP: 0
*Bonuses:STR +2, DEX +2, CON +0, INT +2, WIS +0, CHA -1
*HP: 4/4 *Saves: Fort: +0 Ref: +0 Will: +0 BAB: +0 AC: 12
<Link to Character Page>
The rest would be put in a 'character page' which would be linked at the bottom
Character Name: Louis Gertrude Anders
Age: 21
Race: Human: Caucasian: American
Height: 5'9"
Weight: 179lbs.
Hair: Black, short, close cut
Eyes: Green
Glasses/Contacts: None
Stats: STR 14, DEX 14, CON 11, INT 14, WIS 11, CHA 9
Skills (max rank=Level +3)
Points: 16/16
Climb 2
Craft
Handle Animal
Jump 2
Listen 2
Profession (Construction worker)2
Drive(Ride) 4
Spot 3
Swim
Use Rope 1
(NPC's can't cross class learn)
Feats/Etc: Weapon Proficiency (Baseball Bat)
Weapons: Wooden Baseball Bat Dmg: 1d6 Crit: x2
Armor: None
Worn Garb: Work clothes (+1 Profession checks) No armor bonus/Dex Penalty
Other Clothes: Casual Wear (x5).
Vehicle/Mount: Junker Sedan (auto-transmission) ($2000) Max Speed: 100 MPH. Gas Rating: poor.
Money to name $1750 (use NPC hit die*1000)
(And all the rest)
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DM POST:
The universe is an unstable place. Conflict exists in all things. From the collisions of galaxies, to the squabbles of lovers.
"AND DON'T YOU EVER COME BACK!" The door slams behind you. Your belongings, such as they are, stand packed and stacked in boxes in the back of your sedan. The keys are in your pocket. You've got a full tank of gas. It's Saturday. What do you do?
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Player Post 1:
I check my watch. I bought it at a thrift store for ten bucks.
Ret-con item shopping is okay for the first level, but only out of combat, obviously.
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DM: (Rolls) The battery powered gear watch shows it is 7:30 AM. a watch with a roll of less than ten would be inaccurate. A watch or any normally common item with a roll equal to it's critical value has the potential for magic. Items without critical values take 20 as their roll. Any magic items are noted in the DM's section (which will be hidden from none-DM's. The DM takes the time to roll for Louis's bat, which came up a 3. Meaning it is of low quality and will break in that many successful attacks. Wow, Louis is already in for a bad ride from the get go! The bat you found walking home one day is resting in the passenger seat, and while you check your watch your hear a polite cough.
If you look up, you see a man in a blue-grey two piece business suit. He seems to be in his later 50's a brown crew cut with a widow's peak hair line tops a narrow pale face. Green eyes that seem to gleam stare at you with a veiled intent. He is standing at the foot of the stoop to your former apartment, looking at you, and making no motion to hint he wishes to pass you into the apartment.
The DM's detail in these matters depends on the Character's Wisdom or Intelligence Modifier, whichever is higher. Party Wis Int are averages of all present. The lower the modifer (specifically in negative cases) the more skewed and presumptuous the information given.
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Player 2: I look up and observe him for a moment before speaking. "Hello... can I help you?" I scratch the back of my neck, avoiding meeting this man in the eye.
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DM: The man flashes a smirk for half a moment. He speaks in an uneven manner, and his voice rasps in a way that reminds you of your coworkers, specifically the ones who smoke too much. (profession bonus)"Mr. Anders. I am here...." he pauses, as if searching for the right semantics, "representing persons not present." He is holding a briefcase that you didn't seem to notice before. "I request..." He seems to hold back a laugh at this word. "... that you follow me to your new abode." He motions to your car, and a black hummer which is idling in front of it.
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Player 3: I eye the man warily, but shrug and take out my car keys. I move past him and head to my car. I unlock it, and get in. I put in the keys and start her up. Makes a Driving(ride) roll of [ur=http://invisiblecastle.com/roller/view/2221545/l]7[/url] (Starting a car has a base score of one. (turning the damn key) Automatic transmissions add +5 to all difficulty scores)
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DM: Your car's engine turns over and grumbles to life. The Suited Man walks over to his car, passing you on the driver's side, before he enters his car with no apparent difficulty. His car pulls out and continues forward, slowly; clearly he is waiting for you.
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Player 4: I put on my seat belt and check my mirrors. If it's clear I pull out behind TSM. If not I wait till it's clear to do so. I make a driving roll of 20
Something I found out just now with this site, if you make the same roll with the same dice it has a chance of overwriting the previous roll and giving you the exact same score. (I got a second seven in this case) You're free to reroll ONCE if this is the case, but you MUST take that second score.
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A factory fresh red convertible passes by casually, a blonde woman in her early thirties is driving. She is wearing sunglasses and as she passes your car she flashes a grin in your direction. You can't tell if she is finds humor in you driving something worth less than parts of her car's engine, of if it's something else.
You successfully pull onto the road and The Suited Man's hummer leads you down the road, close enough to obscure most of your lane ahead. You follow him to an intersection and he turns his turn signal on to turn left. The light is red, and you know this intersection takes a while to change.
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Player 5: I lean to the sides to see if I can catch a sight of that lady or her convertible. I make a spot check of 17
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DM:
You indeed notice her, turning right toward the market district. The light turns green and TSM's hummer moves forward into the intersection and begins turning left. You also notice her license plate is a custom one. "B0RN2FLY" (the 'o' in born is a zero)
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Player6: I flip my turn signal to the left and follow the hummer, and take a look at his license plate while I'm at it. Do I need to make a drive check?)
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DM: No. You started off well enough. TSM's plate says: "BSNSMN1". Do you continue to follow his car without deviation?
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Player7: As long as I don't break any laws doing so.
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DM: Indeed the Suited Man leads you out of the urban area, through the suburbs, then into the outskirts of the city. You see areas that had been zoned and bought off for suburban overdevelopment, but lost their funding mid-way. Past them, into an area beyond the deforestation line, is a wide clearing just off the road. You follow the hummer along a gravel road toward a wrought iron fence. The gates remained closed as the Hummer pulls to the left side of the gate.
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Player8: I pull to the right of the gate, getting out of my car but leaving it running. I look past the gate to see what's beyond, then at the Suited man's car.
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DM: There is a large mansion beyond the gate, up a heavily packed dirt road. It has three floors above ground, and seems to be styled in the victorian gothic style. The Suited Man briskly walks toward you holding a manilla envelope containing something besides paper. He stops in front of the gate, looking past it with what appears to be disdain. It is the most emotion you've seen on his face so far.
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Player 9: I walk up to him and cross my arms. "So are you going to tell me what's going on or are you just gonna glare at the architecture?" I try and meet him in the eye.
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DM: Roll against fear. It's your level + will bonus +1d20. The Suited man Glares at you and you feel a roll of terror over your body, much like a deer caught in the headlights of a semi.
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(using backup Roller
Player 10: I rolled a 19 (18+1 = 19)
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The wave of fear shocks through you and you find yourself on your knees. The pressure on your body forces you down almost onto all fours. The envelope falls onto the gravel onto the top of your hands, and you can hear the steps of the suited man walking heavily away. His Hummer backs up and drives away. The pressure on your body ebbs only after you can no longer hear his car's engine.
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Player 11: I try and get up onto my feet. I grab the envelope while I'm at it. I don't look up the road where the hummer went, but instead open up the envelope and look inside.
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DM: You see a wad of paper wrapped around an object. Do you reach in?
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Player 12: No I turn the envelope over so the object falls into my hand.
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DM: Wrapped in paper seems to be a ring. The piece of paper has words written on it. "It's dangerous to go along. Take this."
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Player 13: I wonder aloud. "What; No fairy in a jar?" I inspect the ring.
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DM: You can't discern anything about the ring.
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Player 14: I go to my car and get my bat. After that I put the ring on my right ring finger.
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You start to put it on, but the ring begins to widen enough to slip around your wrist, where it tightens enough not to slip off but not to constrict blood flow. As it does the gates begin to open.
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Player 15: "Oh, so that's what it does." I state aloud. I heft the bat and enter the Mansion grounds.
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That concludes the more plotty set up. The next post will have the actual crawl.
It's always good to keep some kinda map. Like this one.
DM: The Mansion stands before you. A front porch leads out of the face of the building, double doors loom, closed. A clap of thunder echos from behind you and the preceding flash of lighting illuminates many of the front windows. Make a spot check.
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Player 1: I got a Ten, and I doubt I get anything from that, so I'm gonna head up the front steps and reach for the door.
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DM: Indeed you notice nothing. The door handle seems stuck for a moment, but the ring turned bracelet glows for a moment and the audible sound of tumbles locking into place can be heard. The handle turns and the door swings inward. You stand in the vestibule, the antechamber, There are no lights on, and the sky is already darkening from the storm. You can see a door to your left and a entryway deeper into the mansion. Darkness loom beyond.
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Player2: I hold my bat at the ready and move deeper into the house; keeping an eye out for any movement.
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DM: You progress into the house to the base of the stairs. You can only see so far in the dark, and to your left and right are passages, to the right are three doors. To the left there is a door straight head, to it's left, which may lead into the same room as the door from the antechamber. There is also what looks like a continuation of the hall, turning right from the leftward path.
The stairs rise counter clockwise up the walls. Make a listen Check.
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Player 3: I get a 12 what do I hear?
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DM: You hear a sort of... thumping, from upstairs.
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Player4: Well I go upstairs, then.
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DM:The thumping gets louder. as you reach the top of the stairs.
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Player5: I listen intently (and roll a 21) What do I hear?
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DM: You can tell that the sound is of brass on wood, coming from the bedroom directly to your right, at the end of the hall.
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Player6: I head toward the door and make to open it enough to peer inside.
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DM: You see a candelabra leaping up and down on the a desk, trying to reach a cabinet. (DM rolls a listen check for the candelabra at a DC 15 it fails rolling a 13)
It does not seem to notice you.
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Player7: I crouch low and sneak toward the candelabra... I got a Seven.
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DM: (The Candleabra also rolled a seven. but in this case the higher modifier wins. The neither has skills in move silently or listen, but Louis has a bonus of two from his dexterity and the Construct has a negative five from its wisdom score of one. So Louis wins) You reach halfway through the room without arousing the suspicion of the animated candelabra.
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Player8: I close the distance between me and the candelabra. I roll a 6...
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DM: (The Construct rolled a 13) The candelabra spins around, appraises you a moment, then screeches loudly. Swinging at you with it's arms. Roll for initiative (Construct receives a NAT 1 (effective 3) Nat ones in initiative mean no action the first round, nat 20 means a bonus round for the creature rolling it). The Candelabra stumbles flat, and loses it's turn this round.
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Player9: I get an 8 I bring the bat down on candelabra (attack roll 16 damage 7 and miss or hit swing to smack it into the wall to my right. (Attack Roll 9 and Damage roll 8.
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DM: The first smack smashes the construct into naught but brass and sparks of light, and your second swing sweeps the remains off the desk.
Add 38exp Use this for exp calculations)
There is a screech behind you.
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Player10:I turn around and ready myself.
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DM: You see another one of the candelabras (Initiative 7) It wobbles at you in the doorway.
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Player11: I move to the center of the room and ready myself to strike the construct if it approaches me.
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DM: It does cross into your threatened zone and provokes an attack of opportunity before it can do anything.
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Player12: I swing the bat down upward to smack the brass bugger upward. (Attack roll at 18 Damage at 7)found out I could do multiple dice rolls in one press. Saves time and link space!
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DM: You bust up another construct, and gain 38 exp. Jolly good mate.
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Player13: I look around the room, specifically at the cabinet, I roll a 19 for my search check.
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DM You find an amulet that, upon touching it. Your mind is filled with a startling knowledge. You are now aware that there are several more constructs very much like two you destroyed, in the building, and they are now (so long as you hold or wear the amulet) your obedient servants. There numbers are
(10) Tiny Constructs: (4) Candelabras; (6) Homonculi
(5) Small Constructs, (chairs)
(2) Medium Constructs (carpets)
Hostilities are at an end. You gain 500 experience for the leg of the quest.
Total exp 576 for conquering the manor.
The amulet fills you with a rush of energy and your feel as if a knot is undone in the back of your mind. Ancient arts unfold in your mind.
Choose one of the following classes:
Fighter Cleric Rogue Wizard Monk
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Part Three will be figuring out what the hell is going on and waiting for the contact. _________________ Louis G Anders.
Class: Com1Figh1 *EXP: 538
Bon:STR +2, DEX +2, CON +0, INT +2, WIS +0, CHA -1
HP: 14/14 *Saves: F:+2 R:+2 W:+0 BAB:+1 AC: 12
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