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/tg/ - Traditional Games


File: miranda.jpg (1.44 MB, 1500x1060)
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Previous Thread: http://suptg.thisisnotatrueending.com/archive/37407354/

With your friends and your gear, you feel almost ready. You've got a backpack with your mandolin strapped to the side, three swords, a dagger, and an assortment of other goods. Coming with you is Miranda's close friend Assandra, a skilled swordswoman, and Roz, a woman in black you've just met who says she's a decent magic-user. You'll not need torches; luckily, you mastered your Light cantrip from the previous semester's magic class. (You'll reach level 1 eventually! I promise!) The magic professor has agreed to teleport you halfway to your destination, and the security force has agreed to arrange for you to have safe passage over the part of the sea you will be crossing. Still, there may be things you wish to do -- things you want to say to people around campus. A larger group of people might be necessary as well.

Anything else you want to do before heading towards a dragon's den with little hope of survival?
>>
The Rules:
The official QM Twitter is @CitizenCFKane. Watch there for when a new thread starts.

Generally, the most popular option suggested by the people of /tg/ will win for the action taken or words spoken. However, occasionally dice rolls may be used.

Please be respectful of your fellow players and the GM. Don't be that guy.

Pop culture references are allowed, but an over-abundance of them will likely result in a lackluster experience.

The dice rolls will use the AD&D method. If attacking, roll high. If rolling percentage or a skill, roll low. The majority of rolls will be made with d20.

The highest of three rolls made after the deciding post is the roll taken.
>>
>>37431400
We should try and get more people to help out, maybe some adventurers or mercs maybe

we should also spend some time with Miranda before we leave

and now this anon needs to leave for work
>>
>>37431400
>>37431647
Seconded

Hopefully I don't end up being the only player again...
>>
>>37431813
I might be able to sneak in a vote every now and then but I imagine work will keep me too busy for that sadly
>>
>>37431813
>>37431647

Hopefully you don't, but I will gladly run for you if you are.
You decide to see if there are any adventurers or mercenaries you can contact. In order to do so, you go to professor Roth's office.
"Professor?"
"Ah, Buddy, come in."
You can see he's already started to get used to tying off the arms on some of his clothing. "What's going on?"
"Where can I find adventurers or mercenaries? I need a group to travel with during the break."
"Have you checked the tavern? There's one not an hour's walk from here."
"Thank you."
You walk to the tavern, making sure to bring your things with you.

You stop in front of a large and old looking tavern called "The Jolly Boar Inn". It looks kind of seedy. You enter.
The bar itself is large and able to sit at least two dozen people. There is a stage and about fifteen tables. No one is at any of the tables, but there are five people at the bar.

Two men are arm wrestling. One is a half-orc and the other is a dwarf, and both of them are armed. There is a priest of Boccob wearing plate, drinking alone. There is a man with a bow wearing a brown cloak and brown leather armor, and he is speaking with someone who appears to be a monk.

Who do you want to talk to?
>>
>>37431949
The priest first, then the man with the bow and the monk. If the last two aren't interested try talking to the half-orc and the dwarf.
>>
>>37432029

You first walk up to the priest. He has a small book, presumably a holy book, and a pint of dark ale.
"Excuse me, sir."
"Yes, my child?"
"Would you happen to be looking for work?"
"That depends. What do you need a man of my field for?"
"I am organizing a group to have audience with a dragon in a place to the North. I have heard you priests have great healing abilities."
"That sounds like a fine time indeed. I will aid you. I've been wanting to study draconic lairs."
"Thank you. I'm Buddy Holly, I'm a student at the bardic university."
"I am Father Maccabeus."
"I'll be back in a moment, Father Maccabeus. I must speak with the other patrons."

You then go to the man with the bow.
"Excuse me, sir."
"I heard you with the priest. What's your payment?" He doesn't look at you.
"I have a large inheritance, I'm sure I could --"
"Not interested."
"Come now, Delmirev," the monk says, "It's been a while since we've seen one of --"
"He hasn't got payment I'm interested in."
"Sorry, sir," you say, walking off.
"Wait." You turn back. He's looking at you. Under his hood, you see his face. He is dragonborn. "That dagger on your leg. Let me see it."
You unsheathe the dagger. He looks at it.
"Good metal. Interesting design. Likely some enchantment. Zairus?"
"It does have some enchantment," the monk says, "But I'm not sure what it is."
"I'll take that as payment, if you want me to come with you."

Do you offer the dagger you took from the assassin?
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>>37432229
Yes.
>>
>>37432269

"Yes, I'll give you the dagger once we reach the dragon's lair."
"Good lad." The other two walk out of the tavern. "Then, when will we be joining you?"
"As soon as possible. I've arranged for a teleportation by a mage and have arranged for a vessel to take us across the water."
"Then let's go!"

You and the three men go back to the university and meet up with Assandra and Roz. Miranda is there with them. Is there anything you'd like to say to her before you leave?
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>>37432351
it might be a while but i will come back just dont go running off and if you need help with any thing ask professor Roth.
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>>37432351
hug her and kiss her, hold her in our arms and tell her we'll come back to her, that she needs to stay strong for us, and we'll get her healed
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>>37432351
Tell her we love her and we'll be back as soon as possible.
>>
>>37432484
>>37432453
>>37432433

You hug her and kiss her.
"We're going to go now. It might be a while before we come back. If you need anything, just go to professor Roth, he's sure to help. Stay strong. We're going to get you healed. I love you. We'll be back."
You then let her go and walk with your adventuring party to the school of magic, where the teacher is waiting for you.
"Three training bards, a cleric, a monk and a ranger. Interesting group you've got here."
"Thanks. How far can you get us?"
"Give me your map." You hand her the map. She marks a spot on it. "I'll get you this far. Then you'll just have to travel North -- there's a forest here, I'll update this all for you... Hold on." She scribbles all over the map. "I've put in some more information. You'll be in the middle of the forest, here. To the North you'll find a small logging town where you'll be able to rest, and to the far North you'll find the city of Al Keba, where you'll be sailing from."
"Thank you."
"Are you absolutely sure you're ready?"
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>>37432624
yes.
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>>37432624
Yes.
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>>37432674
"Yes, we're ready."
The magic teacher begins chanting a spell. The world around you turns black, and you find yourself floating in space. Then, suddenly, light.

You find yourself and your adventuring party in the middle of a forest, feeling nauseous. You immediately run to a tree and vomit behind it.
"First time?" Roz asks you. Her voice is kind of monotonous, it doesn't seem like she really cares.
"I'm fine. Let's just move on."
"I've been up this trail before," the ranger says, looking ahead. "If we're going North, it'll be about two days before we reach the logging town, then another day and a half before we reach Al Keba. From there, who knows?"
"Then we had better get moving."
You begin walking.
Roll 1d6. Average of two rolls is the result.
>>
Rolled 6 (1d6)

>>37432724
>>
Rolled 3 (1d6)

>>37432724
>>
>>37432746
>>37432752

Rounded up.
Halfway through the first day the ranger quickly steps in front of you and holds his hand out, stopping you.
"Smell that?"
"What?"
"Smoke, kid."
The ranger ducks down. "Hide here now. I'm going to go look."
The ranger walks off and returns a few minutes later.
"There's a group of orcs, ten of them. There are six of us. We could travel around, but there's a good chance we'll be caught and it'll put us behind by a few hours. What's your call?"
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>>37432788
go around.


also im going to bed good luck guys.
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>>37432788
Attack them. Sneak closer to them until we're within bow range, have the melee fighters hide, then hit them with arrows and magic. Hopefully they give chase and we can hit them with an ambush.
>>
Rolled 1 (1d2)

>>37432902
>>37432951

1: Fight
2: Flight
>>
>>37433062

"We can take a few orcs."
"That's what I like to hear," says Assandra. She draws her rapier. Roz keeps silent, only taking a moment to pick up a stick from the ground; it begins to glow.
"We'll sneak close and surprise them with arrows and magic. The rest of us will stay back while they get into range or flee. Either way, we might gain something from their camp."
"Good plan," says the ranger.

The six of you sneak up to the camp. They have a few tents set up, all empty, and a stock of what you can only assume to be stolen human armor. Roz readies her staff and the ranger pulls back his bowstring.

The arrow pierces through the eye of an orc, and a magic missile is shot from the staff. The magic missile is strange, different from the professor's; his are nearly white, and these are a lavender color. The missile hits the back of a larger orc, who quickly turns around. The other eight orcs begin running at the group. A second magic missile hits the same orc, who falls down, dead -- and a second arrow flies into the heart of a third orc. Then, seven orcs find their way to your party.

Roll 1d20.
>>
Rolled 15 (1d20)

>>37433156
>>
>>37433183

Your group manages to take down four of the remaining orcs; three remain, and they run away. No one but the monk seems to sustain any injuries, but you guess that happens when you're punching an orc in the mouth.
The three orcs run to the South, the exact opposite direction you need to go. It might be smart to follow them, but you'd surely lose a lot of time and possibly run into an ambush. Still, you're risking retribution from a tribe of angry orcs.
Do you follow the three orcs? Look through their camp? Continue North?
>>
>>37433293
Send the ranger and Roz after them. He knows these woods and they can take them out from a distance. The rest of us will wait at the orc camp.
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>>37433351

"Roz, Delmirev, go stop them from calling for help. We'll meet up here."
"Right." The two of them head off.
After they go, the rest of you begin looking around the camp. None of the armor will fit you, but the tents look useful. You take them apart with the help of the group. An hour passes, and neither Roz nor the ranger have returned.
"This is getting ridiculous," Assandra says. "Surely they could handle three orcs."
"It is strange. Usually Delmirev would've been back after only a few minutes."

Just then, Roz runs into the clearing.
"Ah, young lady, where is Delmirev?"
"Didn't make it." The monk looks shocked.
"What do you mean? Delmirev is the finest archer I've ever seen!"
"They got backup. There were easily twelve orcs. When I ran out of spells, he told me to run, and he lead them away."
"Then he may still be alive! We must look for him!"
"They're long gone by now, and if not they'll surely be looking for us, too. More than ten this time."
"I have been traveling with Delmirev for nine years. I insist we go South and look for him. Buddy, tell her that we must go."
>>
>>37433482
Well great.

"No. If he got away hopefully he'll think to make his way to Al Keba. We'll wait for him there. If he didn't, well, then, I'm sorry."
>>
>>37433576
"No. If he got away hopefully he'll think to make his way to Al Keba. We'll wait for him there. If he didn't, well, then, I'm sorry."
"Fine. Delmirev is a great marksman and a wise man. He'll be sure to meet us there."
"Yes. Then let's continue North."

Eventually, it becomes dark outside. You might be able to use your light spell and continue, or you might want to set up camp using the tents you took. Lucky that you did, since you forgot to pack tents or sleeping bags of your own!
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>>37433692
>use your light spell and continue

The orcs are probably still out looking for us.
>>
>>37433790

You use your light spell and continue, making up for the time lost taking the orc camp. Eventually you come to the point where you, Assandra, Maccabeus and Roz can't go on. It's cold, it's dark, and it just kind of sucks outside. Luckily, once you wake up, you should only be a day's travel away from the logging town. You didn't see any orcs, so you set up a watch rotation: first you, then Maccabeus, then the monk, then both Assandra and Roz.
You don't see anything on your shift. You wake up Maccabeus and go to sleep.

Here's where we stop tonight.
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>>37433880
Thanks for running. At least I only got one person killed. Could have been worse.
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>>37433880
thanks for the thread, I just got a break from work

>>37433976
>At least I only got one person killed
you also could have gone back to see if he actually was dead or needed help, don't think that what you did was good by any stretch, hopefully he isn't dead and meets back up with us as we'll need all the help we can get to make it to the dragon, we started out with 5 people, 'only getting one person killed' is fucking terrible
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>>37434062
Then they'd have probably just killed us all.
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>>37434122
then why send them off to die when we could have just covered our tracks and all left?
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>>37434354
I didn't want them to call for reinforcements. They probably would have attacked us when we made camp that night.

The odds were 2 ranged weapon users vs. 3 routing melee fighters. I figured they'd make short work of them given their performance during the battle, and at relatively little risk to themselves given their range advantage.
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>>37434542
and that turned out so well didn't it...

I just hope that Delmirev turns up when we wait for him because otherwise we won't even make it to the dragon at this rate
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>>37433880
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>>37434669
Not my fault they sucked. It's not like I got to roll for them.



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