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14:08, 20th May 2024 (GMT+0)

PUBLIC IN-GAME THREAD.

Posted by The GMFor group 0
Vans Terk
player, 15 posts
Temple of Tehuti
Currently 10 Clerics
Tue 28 Sep 2021
at 14:56
  • msg #12

Re: PUBLIC IN-GAME THREAD

In reply to Darrell Sornusk (msg # 11):

The mages and Clerics finally located the child, but a slide on a part of the underground tunnels have left him trapped, and the Mages and Clerics son realized they were not strong enough as to free him.

So, in the end, they had to call for the city Watch to help them free the child, and the guardsmen were the oned to be given more merit for it, depite they'd never located the child without help...
This message was last edited by the player at 14:56, Tue 28 Sept 2021.
The GM
GM, 67 posts
I'm the GM
Currently 1 GM
Tue 28 Sep 2021
at 16:27
  • msg #13

Re: PUBLIC IN-GAME THREAD

Vans Terk:
In reply to Darrell Sornusk (msg # 11):

The mages and Clerics finally located the child, but a slide on a part of the underground tunnels have left him trapped, and the Mages and Clerics son realized they were not strong enough as to free him.

So, in the end, they had to call for the city Watch to help them free the child, and the guardsmen were the oned to be given more merit for it, depite they'd never located the child without help...


The University still gets the good will of Vierna's upper class. They'll forget soon enough, but for a little while, at least, they'll remember that the mages really are trying to be a useful force for good even off-campus.

The Temple of Tehuti get nothing... Except for one young woman, a rich man's daughter, who approaches Vans Terk. "I... I had a dream, that the little boy was lost, and that a god came to help him... I think that Tehuti was trying to show me what would happen. I wish to join your order."

(The Mages get the temporary Advantage The Good Will Of The Rich Quarter.

The Clerics get 1 new cleric, if they accept her... doing so may lead to other opportunities in the future...)

The GM
GM, 72 posts
I'm the GM
Currently 1 GM
Tue 28 Sep 2021
at 17:22
  • msg #14

Re: PUBLIC IN-GAME THREAD

(Mage Bar!

Random Mage Advantage: Well-Staffed
Random Mage Advantage: The Good Will of the Rich Quarter (TEMPORARY)
Random Bard Disadvantage: the bardic college lacks money
Team-up Bonus: +1

Roll: 2d6+2

Result: 12:17, Today: The GM rolled 12 using 2d6+2 ((5,5)).

Big success!)


The Bardic College and the University of Vierna go in together on acquiring a tavern on Theatre Street.

--Having so many mages drop by on their off-hours helps the money roll in
--The inhabitants of the Rich Quarter still remember how the Divination Department helped find the missing child, so they drop by and drop a jolly lot of dosh
--These two facts more than make up for how the bardic college doesn't really have a lot of funding to pour into their new venture!

The under-new-management tavern is a big success, and Vierna gets its first official Mage Bar...

(--One of you name the new (well, uh, overhauled?) tavern!

--One of you describe the decor!

After you do that, I'll tell you the game-mechanics results...)

Varanda
player, 7 posts
Bardic College leader
Currently 15 Bards
Tue 28 Sep 2021
at 19:11
  • msg #15

Re: PUBLIC IN-GAME THREAD

The tavern is the Alabaster Cask.  Some of that money is going towards good lighting, a small stage for performers and perhaps even a few books the patrons may read while there.  The tavern is cozy, decorated to set people at ease.
The GM
GM, 81 posts
I'm the GM
Currently 1 GM
Tue 28 Sep 2021
at 19:19
  • msg #16

Re: PUBLIC IN-GAME THREAD

Varanda:
The tavern is the Alabaster Cask.  Some of that money is going towards good lighting, a small stage for performers and perhaps even a few books the patrons may read while there.  The tavern is cozy, decorated to set people at ease.



(Orrrrrrrrrrrrrrrrrrr just one of you could answer both questions. I guess we could do that.)


The bards are given homework by Varanda, their leader: without annoying the guards, remind people that it was a team of diviners that found the missing boy.

(The Bardic college gets a new Advantage: Whispers and Rumors from The Alabaster Cask.

The University of Vierna's Disadvantage, Iffy Reputation, becomes TEMPORARY.)

The GM
GM, 94 posts
I'm the GM
Currently 1 GM
Wed 29 Sep 2021
at 16:58
  • msg #17

Re: PUBLIC IN-GAME THREAD


(Monks and Bards Pirate Trap Mission:

...GM rolls dice...

Roll result: Partial/Mostly Success.)


The Chubang Deon Order and the Bardic College dress like regular sailors and sail (with help from real sailors) out to the area where it seems likely that the pirates like to attack ships...

When a ship spots them and hurries over, a white flag is quickly raised once the pirate flag is spotted, and then the real sailors hide in the hold downstairs...

When the pirates come on board... the monks and bards explode into action!

(--ONE of you: Tell how you worked together to fight the pirates!

--ONE of you: Tell what one unfortunate thing happened even though you were mostly triumphant! (If you say "there were one or more deaths on our side," I'll roll randomly to see whose side one or more people died on.)

I'll tell you about what positive things happened as a result of the attack after these questions are answered.)

Varanda
player, 10 posts
Bardic College leader
Currently 15 Bards
Wed 29 Sep 2021
at 17:04
  • msg #18

Re: PUBLIC IN-GAME THREAD

When the pirates attacked, the monks did most of the fighting.  The bards gave the monks courage and luck.  The bards also did their best to put any enemy casters to sleep.
Jaesin Je
player, 23 posts
Order, The Chubang Deon
Currently 16 monks
Wed 29 Sep 2021
at 17:38
  • msg #19

Re: PUBLIC IN-GAME THREAD

Conflict cannot occur without injuries.  And some injuries are fatal.  Sadly, the intrepid bards and monks suffered casualties . . .

OOC: Boring, but most logical.
The GM
GM, 95 posts
I'm the GM
Currently 1 GM
Wed 29 Sep 2021
at 17:48
  • msg #20

Re: PUBLIC IN-GAME THREAD

Jaesin Je:
Conflict cannot occur without injuries.  And some injuries are fatal.  Sadly, the intrepid bards and monks suffered casualties . . .

OOC: Boring, but most logical.



(12:40, Today: The GM rolled 2 using 1d3.  1 monk 2 bards 3 both.)


The bards suffered one fatal casualty.

Still... this particular pirate menace has been ended! All surviving pirates are tied up and will be turned over to the Vierna justice system.

(One of you gets an advantage: Our Own Ship!

One of you gets an advantage: A Big Share of Pirate Treasure!

But who wants which?)

Varanda
player, 12 posts
Bardic College leader
Currently 14 Bards
Wed 29 Sep 2021
at 18:03
  • msg #21

Re: PUBLIC IN-GAME THREAD

I want a big share of pirate treasure.
The GM
GM, 97 posts
I'm the GM
Currently 1 GM
Wed 29 Sep 2021
at 18:30
  • msg #22

Re: PUBLIC IN-GAME THREAD

Varanda:
I want a big share of pirate treasure.



(The Monks get an advantage: Our Own Ship!

IF you want, you may use it as your Headquarters (thereby losing the No Headquarters Disadvantage. Or, you can continue roamin' the land on land).

However, you also get the TEMPORARY Disadvantage We Aren't Experienced Sailors Yet! (Temporary because the grateful sailors of the Dock Quarter will teach you as fast as they can.)


Meanwhile, the Bards LOSE their The College Lacks Money Disadvantage!)

This message was last edited by the GM at 18:34, Wed 29 Sept 2021.
Jaesin Je
player, 24 posts
Order, The Chubang Deon
Currently 16 monks
Wed 29 Sep 2021
at 18:31
  • msg #23

Re: PUBLIC IN-GAME THREAD

Varanda:
I want a big share of pirate treasure.

OK.
The GM
GM, 109 posts
I'm the GM
Currently 1 GM
Thu 30 Sep 2021
at 17:16
  • msg #24

Re: PUBLIC IN-GAME THREAD

Having gotten a lead on the meeting place (or a meeting place, at least) of the cult of Calum, the clerics of Tehuti-- asking for some mages from the University of Vierna to come along and help-- head to the rock formation visible from the coast known as the Witch's Cauldron.

An old beggar who overheard the cultists talking (before he realized they were evil cultists) helped lead the clerics and mages (in return for servings of grog up front and a promise of being taken to the Alabaster Cask should everyone involved survive) to the Cauldron, and a tunnel-- its entrance mostly hidden by trees and shrubs-- was found behind.

The old beggar was left at the entrance to keep watch, and the mages and clerics made their way in...

Inside, the clerics and mages find roughly a dozen cultists slaughtering chickens before/to an idol of Calum...


(GM rolls dice...

...GM determines that neither the random Mage Advantage nor the random Mage Disadvantage apply...

...The GM determines that the one random Cleric Advantage and the random Cleric Disadvantage cancel one another out...

Team-up advantage: +1

Roll: 2d6+1: 12:10, Today: The GM rolled 10 using 2d6+1 ((5,4)).

SUCCESS!

--One of you-- JUST ONE OF YOU-- tell me how the cult-- after being completely surprised by your attack at first-- nonetheless attempted to gain the upper hand in the ensuing battle-- and was thwarted anyway!

--One of you-- JUST ONE OF YOU--A DIFFERENT ONE OF YOU THAN THE PERSON WHO ANSWERS THE OTHER QUESTION, tell me what very interesting discovery you made inside the cavern once the battle was over!

NOTE: This is NOT yet the end of the cult of Calum... but they have been dealt a very heavy blow. Two more such blows, and they may be wiped out completely.

I will tell you what you've gained once the above questions are answered.)

Vans Terk
player, 28 posts
Temple of Tehuti
Currently 11 Clerics
Thu 30 Sep 2021
at 17:25
  • msg #25

Re: PUBLIC IN-GAME THREAD

The Clerics of Father Vans Terk, along the Mages of Dean Darrell Sornusk , moved to the caves complex in the rock known as the Couldron.

Then, the Mages located the specific cave where the CUlt was meeting, and made some of the Clerics invisible so that they could infiltrate. THe rest of the Clerics began the attack, killing hte guards and entering the cave. The Acolytes of Calum were taken by surprise, but they could actívate some ghoul and even summon a minor demon to fight for them, while conducting a fighting withdrwal deeper i nthe caves, looking for another exit-

Then wa swhen the invisible Clerics amushed them, provoking panic. this, along with the Mages summoning a nearth elemental to help them i nthe caes, finished the whole cell of the Cult.

EDIT: on return to Vierna, Vans terk took the expedition participants (included the guide that helped them) to the Alabaster Cask for a due celebration of the victory.
This message was last edited by the player at 17:27, Thu 30 Sept 2021.
Darrell Sornusk
player, 16 posts
University of Vierna
Currently 30 faculty
Thu 30 Sep 2021
at 17:34
  • msg #26

Re: PUBLIC IN-GAME THREAD

... of course, while the battle had been mostly one-sided given the combined efforts of the clerics and mages working their magics together, the aftermath was a bit more revealing.


It seemed the cult itself - at least those located in the caves - weren't operating as independently as may have been believed. The ritual that the raid had interrupted was for a specific purpose it appeared, one that someone else was organizing. While this portion had been interrupted, there appeared to be two others planned that would wrap up their plans it sounded like. Of course, beyond this, it appeared that the cave that had been chosen had an interesting discovery of its own: writings on the wall provided hints that this was an ancient holy site, one that would hold some significance to the Temple of Tehuti. An auspicious find to say the least! And its desecration was likely the intended purpose behind the ritual - or at least a bonus.
The GM
GM, 111 posts
I'm the GM
Currently 1 GM
Thu 30 Sep 2021
at 18:03
  • msg #27

Re: PUBLIC IN-GAME THREAD

Darrell Sornusk:
... of course, while the battle had been mostly one-sided given the combined efforts of the clerics and mages working their magics together, the aftermath was a bit more revealing.


It seemed the cult itself - at least those located in the caves - weren't operating as independently as may have been believed. The ritual that the raid had interrupted was for a specific purpose it appeared, one that someone else was organizing. While this portion had been interrupted, there appeared to be two others planned that would wrap up their plans it sounded like. Of course, beyond this, it appeared that the cave that had been chosen had an interesting discovery of its own: writings on the wall provided hints that this was an ancient holy site, one that would hold some significance to the Temple of Tehuti. An auspicious find to say the least! And its desecration was likely the intended purpose behind the ritual - or at least a bonus.


(The Clerics get a new Conditional Advantage: Desecrated Holy Site of Tehuti (CONDITIONAL.) You'll need to spend some time and money performing holy rites (and using scrub brushes and soapy water) to clean it up so that it's sanctified again. (I'll tell you when it's ready.) We'll see if it grants any miracles after it's re-consecrated.)

The Mages get a new magical item Advantage: Orb of Undead Control. This was what the cult's been using to attract and control ghouls. Use it as you will... or sell it... or try to destroy it and discover the magical secrets of how it works... maybe you'll make a new discovery...?!)

Jaesin Je
player, 27 posts
Order, The Chubang Deon
Currently 16 monks
Thu 30 Sep 2021
at 18:05
  • msg #28

Re: PUBLIC IN-GAME THREAD

ANNOUNCEMENT


For sale: One (1) Boat

The Chubang Deon Order of Monks finds itself to be the owner of one boat, and desires to sell same.

The boat is suitable for carrying cargo, and could be used as a fishing vessel.

Requires a minimum crew of fifteen.

Please contact our Order with inquiries.

OOC: 1.  I suppose that nonplayers can respond too.
     2.  I admit I made stuff up.  All I know for sure is that it's a boat. :)

The GM
GM, 129 posts
I'm the GM
Currently 1 GM
Fri 1 Oct 2021
at 19:26
  • msg #29

Re: PUBLIC IN-GAME THREAD

(MONKS/CLERICS/MAGES GULL ISLAND MISSION:

GM ROLLS DICE... Nothing but advantages came up!

Even without the Team-Up bonus, we have reached the max modifier amount: +3!

2d6+3: 13:42, Today: The GM rolled 11 using 2d6+3 ((6,2)).

SUCCESS!)

The Chubang Deon (and their new colleague, master of the three-section-staff), the Order of the Temple of Tehuti, and a large contingent of mages from the University set off in the monk's recently-acquired ship to Gull Island, since the sailors of the Dock Quarter (making many gestures to ward off evil) pointed out the way on the charts...

--One of you-- JUST ONE OF YOU-- tell me why the mages Orb of Undead Control nearly wasn't enough to help deal with the waves of undead-- and how your alliance succeeded anyway!

--One of you-- JUST ONE OF YOU--A DIFFERENT ONE OF YOU THAN THE PERSON WHO ANSWERS THE FIRST QUESTION-- tell me about the horrible specter of the dead necromancer whose ghost still haunted the castle at the center of the island-- and what you said to him that made him scream with a rage that tore his spirit apart and sent him permanently to the worlds beyond!

--One of you-- JUST ONE OF YOU--A DIFFERENT ONE OF YOU THAN THE TWO PEOPLE WHO ANSWER THE FIRST TWO QUESTIONS-- tell me what sort of treasure you found in the room hidden behind the secret door in the necromancer's magical laboratory...! )

Vans Terk
player, 35 posts
Temple of Tehuti
Currently 11 Clerics
Fri 1 Oct 2021
at 19:39
  • msg #30

Re: PUBLIC IN-GAME THREAD

As they disembarked, the mages and clerics began to detect evil everywhere, as they saw large numbers of undead closing.

The Mages tried to use the Orb, but they found up they lacked the proper words to actívate it, that they later deduced must be spoken in the tonge of the Cult of Calum or maybe another tongue of Death.

Nonetheless, even if the Orb seemed to have little effect on the undead, other things did, and soon the lesser undead began to flee the holy symbols of the Clerics (to be mopped out latter), while the greater ones were destroyed by the spells of the Mages, the holy wáter and weapons of the Clerics and the blows of the Monks
This message was last edited by the player at 19:42, Fri 01 Oct 2021.
Jaesin Je
player, 39 posts
Order, The Chubang Deon
Currently 16 monks
Fri 1 Oct 2021
at 19:57
  • msg #31

Re: PUBLIC IN-GAME THREAD

The remnants of the necromancer's workshop were in ruins.  Nothing usable in the place; nothing of interest, either, except . . . the necromancer's mortal life ended here, and the magic he unleashed on the island enabled his spirit to continue.

When Jaesin, Vans, and Darrell arrived, the necromancer appeared -- quite perturbed at the devastation wrecked upon his creations.

"You underestimate the powers I have gained since I have taken this form," he intoned.  "And you have kindly brought me a ship: Now I can leave this island and reach the mainland, where I can find countless souls for an army larger than this one."

Jaesin stepped forth and sternly rebuked the necromancer.

"No!" he lectured.  "It is you who have underestimated, and badly.  Your horde is crushed, your power is nothing.  You are not a shell of a man; you are something less than a shell.  Your legacy is nothing; your power ebbs even now, and you will fade into nothingness.  You will be forgotten: no memories of you will endure, no legacy shall remain.  You will be but a speck of sand in the hourglass of time."

The necromancer's spirit grew angry and it tried . . . something.  But whatever it was trying to do, it did not work.  Whatever power he had was gone, likely dissipated with the destruction of his army.  He snarled, then grew alarmed, then summoned his energy for one last try at gathering and exerting his power.  But there was nothing there to gather, and the effort slowly tore the fabric of the necromancer's spirit asunder.
Darrell Sornusk
player, 19 posts
University of Vierna
Currently 30 faculty
Sat 2 Oct 2021
at 21:46
  • msg #32

Re: PUBLIC IN-GAME THREAD

Of course, after the necromancer had ultimately been dealt with and things had settled down, a careful search of the area found a few surprises - including a hidden room behind a secret door in his laboratory. While the room contained many treasures, apparently acting as his 'treasury', it also contained a few things that the man had collected in his quest for power that was of little to no use to his own purposes. But even at that, he recognized that they were items of worthy and value, if not some that could oppose him in some way, so he had kept them hidden and safe.


Between those items found and the various other treasures the necromancer had collected over the course of his campaign, the raiding team would not walk away from this endeavor empty handed to say the least.
The GM
GM, 134 posts
I'm the GM
Currently 1 GM
Sun 3 Oct 2021
at 18:09
  • msg #33

Re: PUBLIC IN-GAME THREAD


(Found-- for the mages: The control words for the Orb of Undead Control

Found: Quite a bit of treasure.

Found-- Gull Island, and its castle, both now cleansed of undead...

Acquired-- by the monks-- Duan Jian, master of the three-section staff. He's decided he's going to stick around with you guys!

https://www.youtube.com/watch?v=5NcnMnsyFnQ

Also, the Chubang Deon has gotten the hang of sailing their ship (by the time they make it back home...) They lose the Not That Good At Sailing Yet temporary disadvantage...

So, Mages, Clerics... who wants the treasure, and who wants the island/castle?

...Either can be "laundered" into something else, of course...)

The GM
GM, 138 posts
I'm the GM
Currently 1 GM
Tue 5 Oct 2021
at 13:48
  • msg #34

Re: PUBLIC IN-GAME THREAD


(Druids and Monks Cleanse The Mountain Area mission

GM Rolls Dice for Druid modifiers... Decides they cancel each other out.

GM rolls Dice for Monk modifiers... gets the two disadvantages but decides they don't apply to this mission...

Team-up bonus: +1

2d6+1: 08:42, Today: The GM rolled 11 using 2d6+1 ((4,6)).

DUMB FREAKIN' LUCK!

--Monks: tell me what came out of the mountains to attack!

--Druids: tell me how the unity of your circle was re-ignited by cleansing the land of this dark magic from so long ago...!

--Druids: You also discovered what exactly originally caused this area to be blighted... What was it?

--Monks: Tell how your leader, Jaesin Je-- OR the new guy, Duan Jian-- was personally responsible for saving the Druid's ritual from being interrupted at a crucial moment!


I'll tell you more after I get your answers...)

Reed A'lyn
player, 41 posts
Circle of Mist leader
Currently 15 Druids
Tue 5 Oct 2021
at 15:42
  • msg #35

Re: PUBLIC IN-GAME THREAD

In reply to The GM (msg # 34):

The druids discovered that the source of the blight was a strange necromantic staff that was planted in the heart of the afflicted region. It was forcefully drawing leyline energy into itself, inverting it into negative energy, and then channeling it to someplace in the city. Most likely to some necromancers hiding there. But in doing this inverted leyline channeling, it was slowly taking the Life energy out of the land and killing it which is why the region was spreading from The Middle outward.

The druids, being masters of proper channeling methods and also endorsed by the land, reversed the polarity on the staff and  caused it to suck away the stolen energy from the city and infuse it back into the land as positive-aligned life energy.

This whole ordeal caused the druid's morale to skyrocket as this resounding success once again restored their faith in themselves that they can protect the land. Especially since they not only protected the land but were able to sabotage necromancers somewhere as well.
This message was last edited by the player at 15:44, Tue 05 Oct 2021.
Jaesin Je
player, 42 posts
Order, The Chubang Deon
Currently 16 monks
Tue 5 Oct 2021
at 17:33
  • msg #36

Re: PUBLIC IN-GAME THREAD

The staff's corruption had extended and, as Reed A'lyn had feared/predicted, had begun infecting the wildlife.  So much so that a small army of twisted creatures were now available to protect the unknown necromancer's work.

Shortly after the druids began their ritual, a pack of wolves emerged; covered in black splotches it took no guesswork to realize they were infected -- or why they were there.

It was good that the druids had thought to bring someone to watch their backs; otherwise, the ritual would have been interrupted.  As it was, the monks were able to keep the canines at bay.

At one point, the wolves seemed to have closed on the circle of druids, with one coming perilously close to Reed A'lyn.  Jaesin Je spotted the peril but was occupied himself, wrestling with one of the wolves.  Having no other means to address the threat, Jaesin Je grabbed the wolf he was grappling with and, arching his body backward, catapulted the wolf in the air onto the wolf menacing Reed A'lyn.  The wolf pair's momentary surprise provided just enough time for Jaesin Je and another monk to swoop in and avert the ritual's interruption.
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