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You are here: Home --> Forum Home --> Recent posts by Alacrity
Topic: Destiny's Flight - A Serenity RPG
Subject: Hermes Brand Luggage - When you care to ship the heaviest


Seth watched the captain haul the luggage for a few seconds and then shrugs and moves to one of the heavy trucks. He grabs the handle at the top and twists it 90 degrees. The bottom of the trunk lights up and lifts off the ground, allowing Seth to easily push it up the ramp. As he passes with the two brothers looking at him , he says plainly to the Captain, "Hermes Brand Luggage. I doubt you’ve ever seen one before."

"They hover? What's the fun in that?" Rick says to AJ but they too activate the trucks and and between Seth, Angela, JC, and the Simons, the luggage is packed up in short order. As soon as the last box is inside and the main hatch is closing, the security men head to their vehicles and leave,

Lilianna moves to the pile of luggage and pulls out a silver case, slightly bigger than a briefcase and walks over to the captain. "Sir? This is for you. A present. For ummm... well for all your troubles." She hands the case over to the captain. It is labeled "Newtech Cryovac" and it feel cool to the touch.

(assuming you open it as she is obviously waiting there for you to do so)

Inside the case are steaks. 12 thick Porterhouse steaks. Each one is sealed in a plastic vacuum seal and kept at a cool temp of 40 degree F according to the inner readout.

"They are from my step-father's farm. Aged 28 days which is the best, or so I'm told. Anyway, just a token of his appreciation."

(assuming some sort of thank you)

Lilianna smiles briefly but it quickly disappears. "I'd really like a tour of your ship sir. I have never been on a firefly before."

Posted on 2014-01-28 at 13:36:59.

Topic: Destiny Flight - QnA
Subject: plans


I would imagine Grace has the plans memorized and keeps a schematic in her room that looks legit but actually leads to all the traps.

Grace isn't lethal? Who put landmines in the cargo bay and engineering walls?

Posted on 2014-01-28 at 12:56:02.

Topic: Destiny Flight - QnA
Subject: Blue Sun Air Fresheners. When you need to hide the bodies


Yes you can get Blue Sun Clean air fresheners. They are shaped in the form of blue hands and come in packs of 2.

Posted on 2014-01-28 at 00:35:55.
Edited on 2014-01-28 at 00:36:06 by Alacrity

Topic: Destiny Flight - QnA
Subject: oh yeah


I want to see who tells Grace to put cologne in the air scrubbers. Yeah...... Wake up the next morning with your credit rating slashed and your picture on the Alliance most wanted list.



Posted on 2014-01-27 at 20:43:37.

Topic: Destiny Flight - QnA
Subject: turned out?


not sure what you mean by "turned out".

A map is available in the character section

I presume the place is clean but there is an odour in the cargo bay of manure that is faint but detectable.

Posted on 2014-01-27 at 20:10:38.

Topic: Destiny's Flight - A Serenity RPG
Subject: Keeping the conversation going


Jon looked to the bodyguard and then to pile of luggage, “I’m the Captain.” Looking to his PR man, “That’s JC, our ship’s security, he’ll take you around the ship so you check things yourself. Nodding to Catie, "This is Miss Yueshi, she’ll see to Miss Fairchild and Miss Asante while you clear the ship.“

Seth bows respectful to both JC and Catie.

Before Seth could say anything Jon shouted out to the Simons, “Fellas, lend a hand and grab a couple of them cases as you come on.”

The brothers look to each other and then in unison say, “Sure!” and drop their own bags unceremoniously at the top of the gang way and start hauling luggage. They move the largest first and seem to have experience with this as they do not even discuss who is grabbing what, they just do.

“Angela come help me get this stuff on board. …Catie, see that Miss Fairchild is comfortable.”

Catie walked closer to Lilianna and Miss Asante, with all the air of an inn attendant, "Welcome. When the others have finished their preparations, I'll show you around the vessel. It might not be for very long, but having some familiarity with the layout may help to alleviate the trepidation of being on a vessel you don't know."

Lilianna smiles ruefully back at Catie and wrinkles her nose, “It is very ... quaint. I suppose one gets used to the smell?”

Asante laughs heartily, “Oh Princess, don’t worry. It is just a few days and then all will roses and pageantry.”

Jon turned back to Seth who waited patiently, ”If you plan to be getting out here quickly then you best get some them men to help load that pile on board and be getting with JC so we can be getting into the black.”

“The men are here for security and not to move cargo. I would assume that you have people to do that consider your line of work.” Seth says to the captain while watching the two brothers go to work, “However these gentlemen seem very eager to help so the issue resolves itself. Ms. Fairchild’s safety is my priority and I will tour the ship along with her at your earliest convenience. I am not familiar with this class of ship – what is this? I require a schematic of the layout.” He turns to JC, “Mr. JC. Have any security arrangements been made for Ms. Fairchild’s stay?”

Posted on 2014-01-27 at 18:17:09.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: post posty post


I will be advancing Roc to the Mercs entering atmo this week. No more delays!

Posted on 2014-01-27 at 13:05:34.

Topic: Isle of Putnam- QnA
Subject: Tale care tann


Yes Albert, take care and don't worry if you are a bit late with posts, we are doing well.

I am in the middle of the big conference with work so for the next two weeks I may be quiet, or very weird. Players are usually better off with quiet.


Posted on 2014-01-27 at 13:04:48.

Topic: Destiny Flight - QnA
Subject: Never send a NPC to do a PC's job


Stephanie is quite admant that she has something of importance to do but won't say what other than if it proves untrue it would sound like one of Grace's conspiracy theories.




Posted on 2014-01-26 at 17:12:34.
Edited on 2014-01-26 at 17:12:46 by Alacrity

Topic: Destiny's Flight - A Serenity RPG
Subject: on that cheery note


OOC: Moving ahead here. You may backpost any prep you wish up to the pick-up. I need to know who plans on being there in the cargo bay and on gangplank when they arrive. I know Grace will not be there, she always avoids strangers but will watch from the camera she has in the Cargo Bay. Stephanie chooses to remain in the infirmary and not come out. Angela? JC? Tess? Catie? I assume the Captain of course

Persephone, Diviner's Gulch, Day 2, 2:00 am ST

Nice place for an Ambush.

It was a gloomy thought but one that could not help but pass through Captain Jon’s mind as they waited for the passengers to meet them at the bottom of this valley. The valley sloped inwards gradually on all side and had a great deal of coverage from the overgrowth of weeds, trees and bushes. The high mineral content of the surrounding rock would throw off most sensors looking for a ship, and you could hide an entire division of men at the bottom.

No. Don’t think like that.

At 2:00 am, almost without sound and very little light, a hover Limo comes within sight of the ship along with two other armoured vehicles (Hummer-like. Hover Hummers, Hummer Hovers). They stop at the same time and immediately four men step out of each of the vehicles. The far door opens on the limo and a man steps out and runs around to the other side to open the door for the other passengers. You recognize him as Seth Liang from Stephanie’s picture but you did not realize the size. The Bodyguard is easily 6’8” tall and very muscular. His movement is fast, precise and graceful – like a cat or a bird of prey. On his back is a large Jian sword, in a scabbard and on his left side is some sort of hi-tech handgun, but not in a holster. It seems to be just ... attached to a metal strip that runs down the side of his hip and leg. He is dressed in combat fatigues over molded body armour. As he moves closer you see that he wears armoured bracers and gloves that have a power source (lights, buttons, comm. unit).

He opens the door and two ladies exit the hover-limo. Lilianna’s dressed in a silk suit by Mizz Lizz of Osiris. She wears a mink throw over one shoulder, high heels, leather gloves, and a hat with a veil. Her blonde hair beneath the hat is beautifully coifed. When she removes the veil, she’s extraordinarily beautiful, though her face is pale and drawn, as though she hasn’t slept much lately. She looks at the ship, the crew the gangplank and looks close to tears.

The other lady is Asante Chang is dressed in no-nonsense business clothes and low-heeled shoes. She wears dark-rimmed glasses. She has a leather satchel and one piece of luggage, which she carries herself. She takes in the ship and crew but her eyes quickly focus on the captain with a small smile.

The Simon brothers also step out of the Limo after the ladies. They are dressed in the same suits as before, each carrying a couple of duffel bags. Their faces are grim and they are exchanging looks at each other in a way only brothers can communicate without talking. It seems like they have heard bad news or something has gone wrong for them. However they don’t seem to be talking about it.

The men start unloading luggage - lots of luggage consisting of heavy trunks, a good many suitcases, and hatboxes. They gently pile the luggage outside the gangplank of Destiny without a word and then quickly take positions to form a perimeter around the ship and vehicles.

The bodyguard takes you all in with a glance and then says, “I am Seth. This is Lilianna Fairchild and Asante Chang. These two men are from your employer, I believe. I am in charge of Ms. Fairchild’s protection. Which one of you is the Captain?”


Posted on 2014-01-25 at 19:30:55.
Edited on 2014-01-25 at 19:31:20 by Alacrity

Topic: Isle of Putnam- QnA
Subject: confused? Don't be


The PM you received is what happened when your character passed through the portal. It was an individual experience for all of you. You can choose to share it or not but it seemed real at the time but now, as you stand in the sauna - it feels more like a dream. Side effect of Portal? Vision of the future? Lost X-files episode? You have no idea. Maybe you can figure it out.

Cidals Gone Wild? I am sure that would end up in the bargain bin. You need some women and Ivan isn't the .....

Nah. I refuse to fall to Ody's level of puns.

I won't be posting this weekend to Putnam so you should be fine A.





Posted on 2014-01-24 at 13:23:41.
Edited on 2014-01-24 at 13:28:07 by Alacrity

Topic: The Island of Putnam the Mad
Subject: The next room


OOC: Check and read your PM's before posting to this room. Very important.

You find yourself in a wood paneled room that is quite hot inside. You are all sweating profusely. It is a room about 10 by 15 in size. The walls are lined with wooden benches. There is a stack of 10 towels neatly folded on one bench. The portal is behind you and opposite to the portal is a shimmering blue “curtain” that is transparent but apparently made of energy. Beyond the curtain is another larger room with what looks like a sunken pool.

Everyone seems a bit startled, even flustered. Ivan looks around mystified, “Oh sorry dudes. I ain’t ever been in here before. We need to get out of the heat before I...before...I...” and then he moves to one of the benches and falls asleep – snoring loudly. As he snoozes his fur is starting to stand on end making him look poofier.


Posted on 2014-01-23 at 18:05:07.
Edited on 2014-01-23 at 18:05:47 by Alacrity

Topic: Isle of Putnam- QnA
Subject: Next room


You enter in the top most room (X). the scale is 1 square = 5 feet here.

 photo bath.jpg

My post will be delayed slightly as I have to write up some PM's before it can be done.

Posted on 2014-01-22 at 18:28:45.
Edited on 2014-01-22 at 19:10:55 by Alacrity

Topic: Isle of Putnam- QnA
Subject: Hammered


Yes there were throwing hammers. The only thing that really was lacking was axes, either full size or throwing. Seems you host did not entertain Khords often, or there is a large band of wandering Khords in this place - and they are well equipped.


Posted on 2014-01-22 at 17:19:20.

Topic: Isle of Putnam- QnA
Subject: sheaf


Been so long since anyone asked i had to look up the sheaf arrows.

Posted on 2014-01-22 at 16:31:22.

Topic: Isle of Putnam- QnA
Subject: quorum


We seem to have a quorum on the use of a portal. Beyond the weapons and the ongoing rush of bigger badder monsters, there is not much to see here.

Posted on 2014-01-22 at 13:29:01.

Topic: Destiny Flight - QnA
Subject: Hi


Okay. Got some sleep last night. Doing good

Mmv is knee deep in final exams right now so for the sake of the game, we can assume that Grace told Tess and Jon about the Uncle Steele and his potential black spot on the companion registry. She did not want to tell the others because it involves her pass and she doesn't want everyone to know she was once a rich girl herself.



Posted on 2014-01-22 at 13:15:46.

Topic: Destiny Flight - QnA
Subject: this and that


Beyond conversation and prep for the journey, I really don't see a reason to play out the entire wait to leave scene. So When I post, it will be you doing the pick up of passengers.

It won't be today. I got two hours sleep last night so I don;t post when sleep deprived. If i do, vampires show up and other undead creatures but mostly super charged Vampyres that don't belong in Serenity or a 1st level dungeon.

Whee... Cofffeeeeee

Posted on 2014-01-21 at 15:41:17.

Topic: D&D and Life
Subject: D&D and Life


From an Article by ETHAN GILSDORF. Original Link all_i_needed_to_know_about_life_i_learned_from_dungeons_dragons

All I needed to know about life I learned from “Dungeons & Dragons”

The nerd classic, 40 years old this month, taught me about imagination, purpose -- and having a great adventure
ETHAN GILSDORF


When Dungeons & Dragons appeared in January 1974, 40 years ago this month, it was a fun twist on traditional war gaming. No one guessed it was also revolutionary.

For sure, endless homespun cops-and-robbers-style “make-believe” games existed, as did charades and improv theater. Vast tabletop war games also enacted battles with hundreds of miniatures. But no one had married these concepts into a single game, in a box, with rules for role-playing a single character — paladin, thief, wizard, barbarian, elf, dwarf, holy man — giving a personal stake for the player who controlled him or her.

“Those war gamers who lack imagination,” the game’s co-founder, Gary Gygax, wrote in the game’s first introduction, “will not be likely to find Dungeons and Dragons to their taste. But those whose imaginations know no bounds will find that these rules are the answer to their prayers.”

The idea was this: You don’t play D&D on a board. The game is played on graph paper, using dice, maps and books. But mostly it takes place inside the players’ heads. You enact the quest of a character and lead him or her through a series of imaginary adventures, all referred by a fellow player, called the Dungeon Master.

I played a lot of D&D back in the 1970s and 1980s. After conquering me, D&D went on to transform geek culture. Not only had D&D invented a new genre of entertainment — the role-playing game — but it practically gave birth to interactive fiction and set the foundation for the modern video game industry. Into “Halo” or “Call of Duty”? You’re playing an incredibly sophisticated version of a D&D dungeon crawl.

After a long hiatus, I play the game again now, as a 47-year-old, mostly grown-up person. Today, with my +5 Goggles of Hindsight, I can see how D&D was subtly helping me come of age. Yes, it’s a fantasy game, and the whole enterprise is remarkably analog, powered by face-to-face banter, storytelling and copious Twizzlers and Doritos. But like any pursuit taken with seriousness (and the right dose of humor), Dungeons & Dragons is more than a mere game. Lessons can be applied to the human experience. In fact, all I really need to know about life I learned by playing D&D.

1) Everyone has a purpose. “The essence of a role-playing game is that it is a group, cooperative experience,” said Gygax. In D&D, your adventuring party is composed of complementary characters with different talents and skills — spell casting, fighting prowess, sneakiness, healing, seductive charm — each to be used at the right time. Same with your office mates, your family or other peer group. Be generous, and think of how each person in your circle can contribute to a cause. (Of course, some people have 17 wisdom, some have 7. So be it.)

2) Diversity rocks: Both D&D and life are richer when we combine in the petri dish of social interaction a mix of different races, backgrounds and experiences. You can’t do it alone, nor can your culture. Of course, D&D assumes some races, such as elves and dwarves, don’t even like each other much, but that tension gets played out in the actual game, and ultimately you succeed in putting that animosity behind you if you want to survive. Not only can we all get along, but our groups are stronger for it.

3) Collaboration is better than competition. In its early days, D&D was one of the few collaborative games on the market. You don’t try to bankrupt your fellow players by putting hotels on Boardwalk and Park Place. Nor is the point to destroy them on the gridiron. Rather, D&D says, a game — and by proxy, human existence — can be more enriching and satisfying when the goal isn’t to crush your enemies, see them driven before you, and hear the lamentation of their women. And their men. (Of course, you’re technically “against” the Dungeon Master. But he’s also your god, so be nice.)

4) There is no “end.” What was the big invention of D&D? There is no victor. There is no loser. The plot does not wrap up neatly. As a teenager, I learned early on, you don’t “win” at life. There is just the continuing story, the next adventure.

5) Fight, fail, live again. “I nock an arrow in my bow,” you say. “I’m preparing a fireball spell,” says your co-player. In D&D, you go all out. You fight the good fight on the battlefield, with all the mojo you can muster. If you die, you can always get yourself resurrected, literally, in the game. In real life, you will recover from any defeat, setback, embarrassment, mistake and “death” (in a figurative sense). You can do great things if you take risks, and have the courage to fail.

6) Parley! Do not underestimate the power of the tongue. Fighting is not always the best way to solve a dispute. D&D reminds you, rather than brawl, it’s OK to run, or sweet-talk your way out of a bad encounter with a bully or a bugbear (if they even speak Common). There is no shame in a well-bargained escape. Plus, questioning your foe before filling it with arrows might actually get you valuable information. Same with your pain-in-the-ass family member.

7) It gets better. You begin in D&D at first level. You’re a wuss with four hit points. You have a rusty sword, perhaps, or you can cast a spell that makes pancakes. But fear not. Have patience, and you will grow in power and prowess. You will kill stuff, gain treasure, and experience. Before long, you’re no longer a n00b. So too in life: Practice, train, endure defeat, and you will level up.

8 ) Nothing beats paper and pencil. You’re in the dungeon. You’re about to attack a gang of orcs. Then the battery on your iPhone dies. Bummer. Lights out. Point being, sometimes your devices run out of juice. Bring a backup on any adventure. And remember that analog can be more reliable than digital. So don’t forget your graph paper.

9) Say what you mean, do what you say. You’re still in that dungeon. It’s still dark. “Do you have torches?” the Dungeon Master asks. “Uh, I think so,” you reply. “But you didn’t say you brought torches with you.” Whoops. You’re screwed. In D&D, as in actual human interactions, it’s important to both say things and do things. Make promises — and act on them.

10) There’s always a chance. As a kid, I felt adulthood must be governed by some invisible rule book. In fact, there’s actually an “Intoxication Recovery Table” on page 83 of the “Dungeon Master’s Guide” to help you role-play drunkenness in D&D. But the truth is, life’s rules are more flexible and forgiving. Not every outcome can be preordained. The world is suffused with randomness. There’s always a chance to succeed. Roll a 20 and even the tiniest hobbit can slay a dragon.

11) Make up a new rule. “If something doesn’t work, get rid of it,” D&D’s other co-creator, Dave Arneson, once said. Out of frustration, or ego, experienced players will often ignore the rules they don’t care for and design their own for success. Same in Real Life: Don’t like that rule on page 127 of the Husband’s Handbook? Write a new one. (As long as it’s not obnoxious, or hurtful, of course.) Look outside of the box. Or “Monster Manual.”

12) Never split the party. Dudes, this ain’t no horror movie. Keep each others’ backs. Don’t go wandering off some passageway and get picked off by the baddy. Friends matter. Stick together, so you can tell your stories around the fire afterward.

13) Imagination is king. What if … life were different? What if I had 18 strength and a magic flying horse and a fortress made of Cheetos (well, maybe not Cheetos)? If nothing else, D&D teaches you to imagine the other, the better, the possible. That’s forward-thinking aspiration. That’s hope. And we need hope.

14) You live by your story. Years ago in days of old, when magic filled the air, you lived by the sword. Perhaps. But more important, today you live by your story. And your character. Are you a victim? A hero? A scalawag? A shapeshifter? “Dungeons & Dragons is a game in which the continuing epic is the most meaningful portion,” Gygax wrote in his 1979 “Dungeon Master’s Guide.” “Player characters … appreciate that they are in effect writing their own adventures and creating their own legends, not merely reliving those of someone else’s creation.”

The story you tell about yourself, and to others, matters. Make it a good one. Be a hero, not a chump.

Happy birthday, D&D. Welcome to your middle age.

Ethan Gilsdorf is a journalist, memoirist, critic, poet, teacher and 17th level geek. He wrote the award-winning travel memoir investigation “Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms.” He lives in Somerville, Massachusetts. More info at ethangilsdorf.com or follow him on Twitter.

Posted on 2014-01-21 at 13:27:28.
Edited on 2014-01-21 at 13:31:15 by Alacrity

Topic: Looking for game
Subject: sorry


Yes I am playing Audalis based game right now. Prehaps once they get off the island if there is an opening you could jump in. We are using 2e though

Posted on 2014-01-21 at 13:22:33.

Topic: Random thought
Subject: assume


Unless otherwise stated, I would assume that is the case in any world system

Posted on 2014-01-21 at 13:21:07.

Topic: Would you like to write for the Inn?
Subject: Pretty open


We would love to see any size of articles for Audalis and would consider it for canon. Audalis has been rather dormant of late so please - write away.

Posted on 2014-01-21 at 13:20:07.

Topic: Imagination stifled?
Subject: google


Googling the shadowdancer now

Posted on 2014-01-21 at 13:16:13.

Topic: Isle of Putnam- QnA
Subject: Any portal in a storm


Ivan definitely votes for portal.

Btw - whatever is coming is huge and there are two if them.

Posted on 2014-01-21 at 00:34:33.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: the plan


As I, the GM, understand this - The Plan is as such:

Put the passengers and non-combatants into the caves. Have PC and Matherson look for Mole (Willow, John, Ma, Jessie)

Wyatt, Asher and Wolf stay outside to draw mercs into a guerrilla style combat and protect Roc.

Tess flies shuttles to use the missile against the Merc ship. After that she either lands and joins fighting or flies interference until she is shot down.

Use bombs around the ship to kill off as many mercs as possible. Let Asher and Wolf go wild with automatic weapons.


Your advantages:
They can not use heavy arms or risk damaging Violin
They cannot gas out the caves as it has its own life support
Asher does come with an arsenal of accessories
The mercs probably do not know of the caves, until the detect the power supply.

Disadvantages
They have numbers and are not afraid to die
They may have more than one ship
Once they get a hostage or two, things will get dicey.
They have a mole with you

The post made by Asher about laying out the bombs with Jessie was premature as the bombs were not even made. So that is null and void.

Posted on 2014-01-20 at 13:51:26.
Edited on 2014-01-20 at 13:56:42 by Alacrity

 


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