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You are here: Home --> Forum Home --> Recent posts by Alacrity
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Topic: The Gobber King
Subject: Moving out

You leave the city with the Caravan and your employers. Your team consist of Crow, a Sylvari Ranger, Alondas, a mage of the Sylvari as well, Dudley the Cidal cleric as well as Bou the rogue. A large Chindrian warrior named Kiki rounds out the muscle of the team along with the Half –Syl fighter Jarik who is skilled with short swords.

Your employers are all brothers and as such, tend to argue alot. Mario seems to be the leader but Luigi is the one with the money and Wario and Waluigi are mostly just angry. Your first day out you reach the town outside of the pass, Stallanford. At first it appears that Luiogi does not wish to stay in town but move on and save the money but Mario has a lady in town that he wishes to call upon by the name of Peaches (although he calls her his Princess).

So you stay the night at the Stallanford Inn and enjoy a hot meal and a warm bed as well as the comforts of a trade town. Pardinal is known for its commoners’ hospitality and sense of revelry so you do manage to have a good evening, however their idea of good ale leaves a lot to be desired (tastes of sweet vine fruits, roasted hazelnuts, sea-salt, and bitter hops ????)

The next day you enter the Railir Peaks Pass. The journey is slower than before as you move with caution but also because your employers seem to have no idea what dangers there are in the peaks. They quarrel constantly, raising their voices and shouting at each other. After a half day of this, Kiki and Crow have some harsh words with their employers about drawing attention. It works for awhile but the arguing crops up again. By the time you reach the end of the day and set up camp, you are getting quite annoyed with the brothers, and then you find out that the stores of food the Luigi bought for the trip consist of oats and dried berries – which he thought was very economical as they feed the horse and the people. Kiki, Jarik and Crow manage to do some hunting before the daylight fades and put some rabbits and wild pheasants to the meal however Mario insists that Luigi eats his berry oatmeal alone. This leads to more fighting and arguing until suddenly the brothers fall asleep – in mid argument. Alondas claims innocence, after it had been a long day and you are all happy for some peace and quiet.

The next day, Crow is scouting ahead of the caravan despite the brothers’ protest that all guards should stick with the caravan. As he moves into a heavily wooded area, his sharp Sylvari ears pick up the sounds of voices. At first he thinks it is the brothers arguing again but then realize it is a language he knows but the guttural tongue is recognizable as Goblinkin. He moves quietly through the foliage to see a group of large Gobbers pilliaging the remains of few wagons. No one other the Gobbers are available and Crow counts at least a dozen of them. Unfortunately, they are on the pass and there is no way around.

Crow watches them for awhile to make sure there is no other party of creatures with them and then returns to the caravan to gather his companions to do some Gobber hunting.

Posted on 2015-04-28 at 10:15:18.

Topic: Weird War II Q n A
Subject: answers

The People moving towards you are shuffling and shambling along, not quick at all.

The Egyptians are unarmed but the germans have their sidearms in holsters on their belts, no rifles or machine guns.

Posted on 2015-04-28 at 08:08:24.

Subject: ummm yeah

Hammer, you really do not have to quote rules to me. I am very familiar with them.

Posted on 2015-04-27 at 12:54:03.

Subject: five

I have five people posting since my last post, so I will assume the Rogue is going ahead to check out the infamous winner of the "most Trapped Hallway in D&D history" while the rest of the team watch.

Posted on 2015-04-27 at 11:30:32.

Topic: Weird War II
Subject: Shabble shabble

Orders given, the team moved out as quickly as they could across the sandy desert. The fading sun meant the temperature got cooler but the pace and struggle to keeping it going helped.

The full moon illuminated the landscape which allowed the team to see anything that might be coming your way, but unfortunately meant that anyone watching would be able to see you as well. You continued the pace for about an hour without seeing any signs of life beyond the tire tracks. But despite the glow of the moon, it was the sound that alerted Captain Edintore that something was heading your way. A moaning noise, almost guttural came to his sharp ears and he quickly signalled for the team to stoop and get down for cover (assumed).

The source of the sound was moving – stumbling and shabbling, towards them aimlessly. At first it looked like four figures in the moonlight, But through the captain’s binoculars and McGuiness’ scope, they were a group of men that you did not expect to see together. Two were Egyptian, dressed in the style and wrappings of desert dwellers. The other two were german soldiers. All four moved in an awkward fashion but were definitely moving in you direction. It was hard to tell at this range (150-200 feet away) but to the sniper’s sharp eyes and amplified lens, the natives were sporting multiple bullets wounds to the chest and the germans had bite wounds on the neck.

Posted on 2015-04-27 at 11:26:11.

Topic: Weird War II Q n A
Subject: Duskish

Yes it is dusk. You have about an hour of partial light before night falls. However there will be a full moon tonight.

Don't come out tonight, it is bound to take your life, there's a bad moon on the rising.

Posted on 2015-04-25 at 06:23:53.

Topic: The Gobber King- QnA
Subject: Characters

The characters have been mostly updated. I have PM'ed some of you with clarification questions.

Posted on 2015-04-22 at 12:20:28.

Topic: Gobber Characters
Subject: Bou The Pick Thief (needs update)

Kidalbou Shaharion Gelion Duilwen Halbarad Greenpath the Tower-Scaler (Keey-dall – boo) “Bou” or “Boo” for short

PLAYER: Nomad D2
RACE: Cidal (Shadelin/Pick)
CLASS: Rogue
AGE: 160
HAIR: Light Brown
EYES: Blue
HEIGHT: 3’9”
LEVEL: 3rd
ALIGNMENT: Chaotic Good

STR: 13 Weight 45, Doors 7, BBLG: 4%
DEX:18 Reaction +2, Missile +2, Defense -4
CON: 16 +2 HP, 95% shock, 96% survival
INT:17 6 languages
WIS: 10
CHA; 16 +5 reaction adjustment

ARMOR CLASS: 4 (0 against Large creatures)
Short Sword

Cooking, Appraising, Survival, Fire-building and Ancient History

Common, Cidal, Sylvari, Khordish

Small: -4 to AC against bigger than man size
• +15% bonus on detect noise
• +1 with thrown or sling weapons
• +1 to all saves
• plus an additional +2 to saves vs. fear
• Enduring Constitution: Cids can go to (minus) 10 + their constitution bonus in rounds at negative hit point before dying.
+10% on open locks, find and remove traps and pick pockets
• Find secret doors on 1-2 d6
• Additional +1 to saves breath weapons, spells, rods, staves, and wands
• Additional +3 to saves vs. fear
Pick Pockets: 40%
Open Locks: 80%
Find/Remove Traps: 70%
Move Silently: 25%
Hide in Shadows: 30%
Detect Noise: 30%
Climb Walls: 85%
Read Languages 0%

Short sword, 2 daggers, sling and 20 bullets

General adventuring clothes – breeches, tunic, good boots, warm overshirt, thick cloak, hat,
Silver medallion worn around neck – shaped in the symbol of his Ham – Tottenham. It is a great oak tree (Picks) with a burrow at the base (Stumps) surrounded by stars (the religion of the Loaven), all within a great circle representing the world. It is worth about 10 gp because of the quality of the craftsmanship, but it worth much more to Bou, who finds that the medallion grounds him by reminding him of home.
Thieves Tools
Leather armour


Bou may be a rogue, but there is nothing evil in his personality. His personality is classic Pick. He is simply extremely curious about everything. He wants to know what is behind doors, inside buildings, in chests and cupboards, up-stairs, down-stairs, around corners, in the dungeon, up the towers, over the hill, under the hill, at the top of the tree, beyond the gate and anywhere else he can see or imagine. He also wants to know how things work. He doesn’t steal. He just looks at things. And he almost always remembers to put stuff back. He knows he isn’t big and strong, nor inclined to study spells, so utilizing his quickness and wits seemed to be the best choice for an exciting life. But while he wants excitement and to see the world (All of it!) he also has a deep need to do something worthwhile. Something good. The names he chose aren’t just Cidals who adventured, they are Cidals that did something worthwhile. They saved their Ham, turned back an invasion of zombies, fought off goblins, scoured a lich’s lair, etc. Bou believes deeply in taking care of his Ham, but he also views all of the good folks of the world as part of his Ham.

The names are all connected to ancestors who went out and saw the world (adventurers) that Bou respected. Thus on his naming day he choose a collection of names – not unheard of among Picks, but not common either. He occasionally adds additional “unofficial” names to the collection to commemorate significant events in his life. Everyone in his Ham was very happy when he made it clear that despite the long official name, “Bou” was the name he wished to go by on an everyday basis. It is also the only name that belongs to no one else.

Posted on 2015-04-22 at 12:15:43.
Edited on 2015-04-23 at 11:45:46 by Alacrity

Topic: Gobber Characters
Subject: The Barbarian

 photo KIKI- cheshire.jpg

Posted on 2015-04-22 at 12:12:45.

Topic: Gobber Characters
Subject: The Fighter Thief

 photo Keeper.jpg

Posted on 2015-04-22 at 12:11:35.

Subject: light

As to Ody question, your light source is the glow of the burning ratmen behind you.

Seriously, for a high level party, I assume someone has a continual light on a stick or a lantern by now. I have described the 60 feet of the corridor that would be covered by that or infravision/dark vision.

Posted on 2015-04-20 at 07:43:38.

Topic: The Gobber King- QnA
Subject: Me and you and a Pick named Boo

thank you Nomad. I will update characters this week

Posted on 2015-04-19 at 20:04:02.

Topic: The Gobber King- QnA
Subject: meet and greet

At the start of the adventure, the three remaining members of the last party will have met the other three party members in passing over the past few weeks. You are all staying at the same Inn, you were all looking for work and you all were accepted the the Fruit and Veggie merchants. You are not brother in arms as of yet but you have talked enough to get a feel for each other's fighting style and expertise.

Posted on 2015-04-19 at 15:36:39.

Topic: The Gobber King- QnA
Subject: working

I will start updating the characters in the character thread when I have a moment

Posted on 2015-04-19 at 08:53:34.

Subject: Tiamat5774

I have added you to the player list

Posted on 2015-04-18 at 12:55:31.

Topic: The Gobber King
Subject: starting up again

With winter ending, and the funds of the wizard running out, it is time to look for employment and adventure. There is a trade route between Portua and Sundel that passes through the Railir Peaks. Due to the mountain terrain and the rugged wasteland of this stretch of land, many creatures and monsters call it home as well as a few less savoury human folks as well. Mostly, it is home to many "Gobbers" as the locals call them, humanoid creatures that are kin to the goblins of old. So caravans passing through the peaks are always looking for sellswords to guard them on the route.

It is not as perilous of a task as it once was - years ago the pass was a deadtrap and the politics of Pardinal prevented the resolution of who was in charge of the pass. But the land is equally under the protection of the Major of Portua and the Governor of Sundel. To keep things equal and fair, the garrison of men who patrol the pass and keep the monsters down is under the command of a King's Rider named Darrin Wyll. In fact, last year Darrin and his men had to fight a resurgence of Gobbers attacking caravans, found a large lair of them and killed them all, bring back the head of the Gobber King for all to see.

But even the King's rider and his men cannot be everywhere so caravans hire men for protection and the losses are kept to a minimum. So it was that you were hired by a group of merchants looking to move their goods to Sundel - four wagons of root vegetables and apples. hey it was work and after a few months stuck in the inn, you were glad to be on the road again.

Posted on 2015-04-18 at 12:51:44.

Subject: bada

Make way for the OVERTHINKER!!!!

What if the traps have traps that are trapped???

Posted on 2015-04-17 at 11:30:22.

Subject: you have time

I just posted the update so you have at least a week.

Posted on 2015-04-17 at 10:30:47.

Topic: Newish Game (2e D&D)
Subject: okay

I am ready if people have characters to send me or if they want to change the ones I sent them.

I will post a starter to the new campaign this weekend.

Posted on 2015-04-17 at 10:00:35.

Subject: Entrance

A = Skeletons in Ice (these are human size so you can slip by them if they are next to a pit
X = open pit traps
C = the broken door

 photo Tomb of Horrors cooridor.jpg

Posted on 2015-04-17 at 09:56:52.
Edited on 2015-04-17 at 09:57:47 by Alacrity

Topic: Continuing Where We Last Left Off Again
Subject: continue

The last of the wererats dies on the end of Arien’s sword. Although a tiring battle, the opponent was not up to the level of skill and prowess that the party had available. There was no satisfaction to this victory – it had been a slaughter.

There is nothing in the way of possessions on the dead and the cavern reeks now of burned flesh and rat dung. Time to move on.

Three entrances to a tomb. The bard remembers from the tales that the middle one was the one to the actual tomb before, where the other two were traps. Looking down the corridors, the two side entrances end shortly after 20-30 feet with stone walls and debris.

The corridor is long and the floor is pocketed with open pits, traps long ago sprung on invading robbers. The frescos on the walls are faded and almost indecipherable. There is a faded red pathway draw on the floor but like the frescos, it is barely there. About 40-50 feet down, on the west (right), is an opening where a (presumed) secret door once stood, now long gone.

The hallway is very cold and you can see down pass the former secret door there are skeletons of "men" seemingly frozen in chunks of ice. The skeleton bear no weapons or armour, they are just frozen there.

For all appearances, it looks like no one has been here for years.

Map coming

Posted on 2015-04-17 at 09:39:04.
Edited on 2015-04-17 at 09:58:12 by Alacrity

Topic: Weird War II Q n A
Subject: Hello??

I am back and ready to go but only have one post.

Ody - do you want the luck roll or not?

Posted on 2015-04-17 at 09:21:17.

Topic: The Gobber King- QnA
Subject: ahh

Do you advise I change it back?

Posted on 2015-04-16 at 11:32:19.

Topic: The Gobber King- QnA
Subject: Sorry

I thought the name change would still pop up as an auto update

Posted on 2015-04-16 at 09:26:44.

Topic: The Gobber King- QnA
Subject: the loot

Loot From Putman:

The Sword of Night - Blade looks like the night sky. The sword is +1 to hit and damage in the day or underground, but under the night sky the sword is +2 to hit and damage and gives ultravision to the wielder up to 60 feet. (Crow)

The Metamorph - A silver ball that can morph into any hand held weapon of a long sword size or smaller. The MM cannot be used as a missile weapon as it turns to a liquid metal ball if released. All weapons formed are +1 in nature. (Wembley)

The Boomstick - A Wand of Wonder with a big button to activate (see Alacrity's magic items). 19 charges left and the red end the point to aim. (Dudley)

The Staff – So far the staff give +2 protection,” Feather Fall” permanent and is a +2 weapon. At the point of the game start, Alondas has not figured out any command words (Alondas)

Double Crossbow+2, Mageslayer. A single use item as it is not made to be reloaded. The quarrels are loaded with a poison that neutralizes a mage’s ability to draw mana. The magic is very dark and is probably quite evil.

Two potions of healing

A crystal necklace that if broken will teleport you to the lair of the evil archlich that rules Sendaria.

A silver Pitcher that if you say “Mead” fills with a high quality Mead. Works three times a day.

A small Brazier that is enchanted to burn without fuel (Command: fire/extinguish) and will follow you like a dog if you say “here boy” (cannot be over 20 feet away, walks with iron legs and not fast)

Note - I will allow Dudley to trade the Wand of Wonder for the Metamorph if you'd like. A wand of Wonder sounds fun but it can very easily kill the party in the wrong situation.

Posted on 2015-04-15 at 11:29:23.
Edited on 2015-04-15 at 11:30:30 by Alacrity

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