In the Grand Kingdom of Lorn, where you reside, a dangerous and unknown threat has arisen. Diplomats sent to the western kingdoms don't return, and the rare knight who does make it back reports the cities in ruins, with fire covering the landscape. In light of this, you've started to wander the land as an adventurer. You and those that you're adventuring with have met up through some means, and have been told that a priest of Pelor in a small town one day's travel east named Abeli is looking for some warriors to help him with some issues nearby. You don't know of the specifics, but given the reward of 20 gold per person, it's likely rather easy. Do you travel to Abeli, or decide against it? If you decline, what do you do instead?
For character generation, I'm using organic rolling, in which you roll 4d6, and drop the lowest. You can then reroll one stat and switch any two stats if you like.
This is going to be a Play-by-Post D&D 3.5 game. I'm doing this partially to familiarize myself with the rules of 3.5, so if I mess something up, please let me know. I'm not instating any home rules to begin with, though I may create some if I find it would aid the game. I also don't plan on using any books besides the core rulebooks, outside of taking some monsters out of them, but if you'd like to suggest some, I'll take them under consideration. As for characters, purely for ease on my part, I would prefer you filled out and sent me the PDF form found here (http://www.theagencystar.com/download_files/Interactive_DnD_3.5_Character_Sheet.pdf),though feel free to use another format if you desire. As far as monster characters go, I'm fine with it as long as it's humanoid, sentient, and has a level adjustment below 1. Also, abusing OOC knowledge (Outside of things your character would likely know anyways, that is, like what a dragon or a goblin looks like) is a bit of a pet peeve of mine, so try avoid that.
Important: Would you prefer I used just text, or ASCII representation accompanied with text?
OOC thread (http://www.bay12forums.com/smf/index.php?topic=134508.0), courtesy of GiglameshDespair.
You're in the Kingdom of Lorn, under King Draf III. He's considered a just ruler, though tends to prefer war over diplomacy. Lorn is home primarily to humans, but elves, dwarves, halflings, and gnomes are present in small numbers. Orcs are decidedly rare in towns, since they tend towards barbarian camps and bandit outposts due to mild prejudice in the reason.
Goblins, kobolds, troglodytes, and lizardfolk have been a thorn in the kingdom's side for some time, but it's mostly kept to raiding food stores and filching weapons. Dragons, drow, and abberations are what trouble Lorn the most. The chromatic dragons are angry with the inhabitants, due to Lorn having once been their home before they were forced out. The metallic dragons are less common, though some do still settle in the area. The drow mainly attack for sport and metals, though sometimes hunger is the motive behind their raiding. Like most things about them, the reason for the concentration of abberations is unknown.
If there's anything else you'd like to know, feel free to ask either in the thread or via PM.
GiglameshDespair--Algarious the Masked (http://www.myth-weavers.com/sheetview.php?sheetid=737081)
Remuthra--Abraham Smith (http://www.myth-weavers.com/sheetview.php?sheetid=736455)
Mastahcheese--Cromwell Jackson (http://www.myth-weavers.com/sheetview.php?sheetid=736414)
Powder Miner--Caterina Rocha (http://www.myth-weavers.com/sheetview.php?sheetid=736443)
Dawnstar--Norji Dawnstar (http://www.myth-weavers.com/sheetview.php?sheetid=736877)
-snip-
((Thanks for going back and grabbing the links!))
You've arrived at Abeli, after an uneventful day of travel. The church is obvious, as there's only a small handful of buildings, and it stands above the rest. At the top is a sun insignia, marking it as a shrine in worship of Pelor. The priest who requested aid, named Osren, is likely just inside. A couple of the townsfolk have noticed you, and your party has begun to attract a few strange looks.
Algarius the Masked/GiglameshDespair (http://www.myth-weavers.com/sheetview.php?sheetid=737081), HP 8/8
Cromwell Jackson/Mastahcheese (http://www.myth-weavers.com/sheetview.php?sheetid=736414), HP 11/11
Caterina Rocha/Powder Miner (http://www.myth-weavers.com/sheetview.php?sheetid=736443), HP 9/9
Noji Dawnstar/Dawnstar (http://www.myth-weavers.com/sheetview.php?sheetid=736877), HP 15/15
Abraham Smith/Remuthra (http://www.myth-weavers.com/sheetview.php?sheetid=736455), HP 5/5
Hey, flameboy, are you using multiclass penalties?
((I was planning on it, yes.))
Noji, Abraham, Algarius, and Cromwell head into the church, while Caterina waits outside.
You mill about outside of the church, and a few of the people seem suspicious. A man walks up, with a sword in a scabbard around his waist.
"I hope you don't want to cause any trouble around here. It'd be a shame to have to spill some blood on my town's soil. Behave yourself, though, and we won't have any problems.
A priestess of Pelor, polishing a sun insignia hanging on the wall, notices you as you walk in. She beckons to you.
"Ah, you must be the adventurers Osren called for! I'm glad someone arrived in short order. We've been having a bit of a problem with some bandits making a nuisance of themselves a little off to the south-east. They've stolen a few things from us recently. Osren will fill you in on the details."
As she says this, she leads you further into the church, until you come upon a door that the priestess points to. You walk in, and find a man sitting in front of a book of prayers.
"Oh, good, you're here. Brill probably told you already, but I've been having some trouble with bandits. They've been attacking caravans coming to trade with us and the rest of the townsfolk. They've been a nuisance, but it's not been a large enough problem for anyone to put out a bounty until recently. About a week ago, though, they broke into the church and stole a necklace from me. It's not worth much, but it's a family heirloom, and I'd like to get it back. Do try to avoid killing them, if you would, but if it's necessary to spill blood to get them to stop, then you may.
Your party sets off down a path to the southwest. The road is grassy, and hard to see. You do, however, managed to keep to it even as it enters a small forest, thanks to the eagle eye of Cromwell. Some time later, Algarius, Abraham, and Caterina hear something walking in the underbrush behind you, accompanied by a low hissing noise. If you had to guess, you'd say it's about 30 feet behind you, in the surrounding forest. It seems to be headed your way, and trying to stay quiet.
GiglameshDespair--Algarious the Masked (http://www.myth-weavers.com/sheetview.php?sheetid=737081)
Remuthra--Abraham Smith (http://www.myth-weavers.com/sheetview.php?sheetid=736455)
Mastahcheese--Cromwell Jackson (http://www.myth-weavers.com/sheetview.php?sheetid=736414)
Powder Miner--Caterina Rocha (http://www.myth-weavers.com/sheetview.php?sheetid=736443)
Dawnstar--Norji Dawnstar (http://www.myth-weavers.com/sheetview.php?sheetid=736877)
While you're speaking, a strange, cat-like creature about four feet in length leaps from the underbrush. Caterina, being versed in matters of the arcane, identifies the beast as a Krenshar. She knows they're rather dull, though still more intelligent than most animals. She also knows that they can pull back their skin to frighten prey.
The party stands in a loose circle formation, with Dawnstar slightly farther out. The Krenshar is closest to Algarius, with Caterina to his right right and Abraham to his left. Cromwell is to the right of Caterina, and Dawnstar is to the left of Abraham. All are either within melee range, or can easily get into melee range.
GiglameshDespair--Algarious the Masked (http://www.myth-weavers.com/sheetview.php?sheetid=737081)
Remuthra--Abraham Smith (http://www.myth-weavers.com/sheetview.php?sheetid=736455)
Mastahcheese--Cromwell Jackson (http://www.myth-weavers.com/sheetview.php?sheetid=736414)
Powder Miner--Caterina Rocha (http://www.myth-weavers.com/sheetview.php?sheetid=736443)
Dawnstar--Norji Dawnstar (http://www.myth-weavers.com/sheetview.php?sheetid=736877)
Cromwell: 20
Algarius: 17
Krenshar: 16
Caterina: 15
Abraham: 8
Dawnstar: 4
Cromwell brings a swift blow to the Krenshar, hitting it in vital areas to confuse and stun it. It shakes off these effects, but his punch still wounds it badly, dealing 6 damage. Algarius takes advantage of it's pain, and circles around, trying to finish it off. One of his blades finds their mark, but the Krenshar manages to writhe away from the second blow. The blade that hit penetrated deep into the beast's flesh, piercing something vital and finishing it off. Abraham begins chanting the spell Flare, but stops when the carcass hits the ground, dead. Dawnstar doesn't realize it's death quite as quickly, and ends up giving it an additional whack with his greataxe. Dinner is served, though not necessarily appetizing.
Algarius: 23
Bandit: 11
Abraham: 9
Dawnstar: 6
Cromwell: 5
Algarius rises from the underbrush, and sneaking swiftly, he delivers a fierce stab to the bandit's leg, piercing it straight through, causing him to fall over.
"Surrender, or die."
"O...Okay! Just don't kill me. Oh Obad-Hai, don't kill me!"
One bandit is dead, the other wounded and surrendering. Algarius has a dagger in the wounded bandit, while Dawnstar is in a blood rage. Abraham stands with an arrow nocked, and Cromwell is in a tree, unseen and ready to strike. Caterina, on the other hand, is somehow still asleep.
Algarius: 17
Cromwell: 20
Caterina: 8
Dawnstar: 19
Uthgur Shaman: 3
Cromwell, in a fit of rage, punches the newly-formed wall. The punch is vicious, and likely would have decimated the stone, had he not passed through it. Norji quickly charges into the room, trying to attack the Uthgur caster before it can harm Algarius. The Mirok, surprised that his illusion had been discovered so fast, had no chance to react, and is hit by the orc's axe. The blade cleaves deep into the beast, but it isn't quite dead. Algarius grabs some of the oil on the ground and tosses it at the devil, tossing it square into it's eyes, blinding it. Algarius then tries to take a defensive stab, missing horribly but still ready to dodge whatever comes his way. Caterina, still outside of the room, casts Detect Magic, confirming that yes, the wall is, in fact, magical in nature. Such observations probably could have been made mundanely at that point. The shaman chants a few words while stumbling around, and a pillar of smoke rises from the ground. As it clears, the form of a second Uthgur coalesces, this one without the markings and charms. Abraham, meanwhile, stands around looking slightly confused.
Uthgur: 21
Algarius: 17
Cromwell: 20
Caterina: 8
Dawnstar: 19
Uthgur Shaman: 3
The newly summoned Uthgur leaps from the smoke in a furious charge, attempting to claw Dawnstar, but it's deflected by his armor. Cromwell, taking advantage of the Mirok's vulnerable position, hits the beast so as to stun it. The strike connects, and from the crunch, probably broke several bones in the process, but did not kill nor stun the beast. Dawnstar, taking advantage of the Uthgur's distracted state, moves in to kill the Shaman. He swings his war axe with massive force, and it lands in the already-wounded portion of the Shaman's hard skin. The axe slices clean through it, bisecting the beast. Algarius, seeking to finish off the remaining Mirok, moves behind it almost silently. It drives it's blade through the badly wounded creature, hitting the heart. As it pulls the short sword out, the the newly-made corpse falls to the ground, seemingly lifeless. Both of the creatures begin to dissipate into black smoke, which gradually disappears as it rises.
First to go into the portal is Dawnstar. He lands on the ground below, a touch bruised, but otherwise fine. He's followed by the rest of the party, save Abraham, who walks off into the darkness.
You manage to get back to the entrance of the cave without incidence, though you did almost run into a few Uthgur and some other abominations you don't have a name for. As you go back through the forest, night begins to fall. In the darkness, a large beast jumps on you from the trees, and delivers a sharp bite, dealing four damage. On a reflex, you manage to toss the creature off, and it goes flying about five feet away. It rights itself, and gets ready to attack again. Now that you can see it slightly more clearly, you notice that it's about the same size as you. You remember that monstrous spiders such as these have some strength sapping venom, but since you don't feel anything, you'd have to assume that you shook it off.
The party locates some inns in the town, though you haven't secured lodging yet. Night has fallen, and Abraham has yet to return. The inn charges 2 silver a night per person.
The spider lunges at you again, but you manage to dodge, although just barely. It now stands about a foot away from you, blocking the way back to town. You chant the spell Shield to defend yourself against the beast.
You run backwards for a few seconds, then turn around and fry the spider with your second spell book. The magical bolt strikes it in a small hole in it's chitin, and the beast is covered in pale blue blood. It keeps moving, however, and charges at you. Once more, you just barely dodge the spider. Both combatants are caked in blood, both their own and the other's, and are almost dead.
((You scored a critical hit on the spider, which rolled low on his HP anyways, and the spider dealt 4 damage to you, and your max is 5.))
You follow up your vicious attack with a Magic Missile. It doesn't hit the spider very hard, but it's enough to finish it off anyways. It writhes in pain after flying back another foot or so, and curls up, dead.
((Honestly? I didn't actually expect you'd win that fight. You're the squishy mage, and the spider was an EL 1 encounter. I thought you'd either have to run, or get killed. Bravo.
The spider has little of interest on it. The spider remains could be used in some spell, perhaps, but you've already got plenty. As for inexplicable treasure, 3 gold pieces were stuck to the beast. You try to take the arrow out of it's chitin, but it's stuck firmly, and you break off the shaft while trying to retrieve it. It's about midnight, and by your estimations, it's about half a day's travel there, so you should be able to arrive by dawn. However, you're wounded, and a lot of more dangerous monsters tend to hunt at night, so resting could be helpful, since something is less likely to spot you. Of course, if something did, then you wouldn't stand a chance.
Fearful of more spiders, you continue on for about an hour. Feeling rather exhausted, you climb a tree and begin to rest. Nothing interesting happens, and you wake up feeling refreshed. You've healed a hit point, but it'll be of little consolation if another spider gets hungry. What spells do you memorize?
Also, you've gained 360 experience
A new day has come! Sorry for the rather long intermission with Abraham, splitting the party tends to do that.
Night has come and gone, and the party has rested in the inn. Abraham has still yet to return. Telling the priest of what's happened would be the obvious course of action, but you might decide to do something else.
Also, you've gained 60 experience each.
Little of interest happens on the way, but you do manage to make it back to the town.
Algarius takes the blade out of it's sheath. It's forged of what seems to be silver, and the blade shines almost supernaturally brightly in the sun. You give it a few practice swings, and it almost seems alive in your hands, directing itself towards your target (+1). Somehow, though, you have the nagging feeling that this is far from the full extent of it's abilities.
The party enters the church, and informs Osren. He appears terrified when you mention the Mirok, and it's evident that he knows what they are.
"You met with Xif, one of the Guardians, and lived?! My gods, I think you may in fact be the Champions of legend. Of course, the prophecies say nothing about which side will win the battles, but it's a risk that we'd need to take. Before any of you decide to enter the Gate of Darkness again, be warned that Uthgur are one of the weakest of the Mirok, and if you stumble upon just about anything else down there, like a Galun, you won't last 10 seconds. I recommend you go elsewhere, learn how to fight more effectively, and rally some support from the nearby kingdoms. Still, even then, it'd be prudent to inform you of the structure of the Mirok's planes.
It exists on 8 layers: 4 Gates, and 4 Realms. All 8 planes are linked to some specific attribute of the ruler of it. Namely, there's the Gate and Realm of Darkness, Pain, Torment, and Destruction. The Gates are presided over by a Guardian. Should you manage to defeat it, then you'll be able to enter the corresponding Realm. After slaying the Ruler of the Realm, a portal to the next Gate in line will open. In some tomes, a ninth plane is implied, but nothing's really known about it. Any questions?
You find the church, assuming that it's where you'd find the party. As it turns out, you were right. You overhear a mention of the Elven Kingdoms in the north. You enter the room, and find the party talking to Osren.
You ask what kingdom you should visit first.
"The Elven Kingdoms are probably your best bet. They're insufferable, and can't stand non-natives, but they hate demons even more. If you can manage to get them to shut up about how Corellon Larethian is so much better than all of the other gods, and how inferior other races and countries are, you might gain the aid of a powerful ally. Their army will be worthless in the Mirok's planes, but it'll help stem the tide until you're powerful enough to fight there yourself. Besides, while only the Champions would be able to kill the Guardians and Rulers, any mortals they might have convinced to work for them tend not to shrug off raw arcane might. Also, their military force will be able to aid you in the Gate of Darkness. Past that, you'll have to leave them. If you don't want to visit the Elven Kingdoms - and who could blame you - Iilthrak, the dwarvern homelands aren't horribly far. You could try and get them to aid you, but they tend to disbelieve just about anything you tell them until it's five inches from their face.
A little bit after Osren finishes his short speech, Abraham enters the room, looking wounded, though not in critical condition.