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[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "Lentrax: Celoac at night is almost peaceful.\n\nAssuming you lived on a Forge world before, anyway. The Forge stretches deep into the planet, opening a hole ten kilometers wide and stretching down deep into the planets mantle. Materials are harvested from the planet, and the massive machines and factories in the Forge convert the minerals into… well, no one is quite sure what the Forge makes. But make things it does, loading them onto transports that come and go at all times of day and night.\n\nOn one such night, a figure is running across the rooftops of Qeron. As they run, they leap from building to building. Behind them, three more figures are running, giving chase. As they leap over a heat exchanger atop one of the buildings, one the chasers raises a wrist, and a dart flies out, silently propelled on a jet of compressed gas. The dart misses its mark, embedding in the ferrocrete material of the rooftop. The chase continues, until, at last, one of the darts strikes home, and the figure trying to evade their pursuers falls to the street below.\n\n * * * \nDay breaks out. The Forge is still hard at work. And Qeron comes to life. People begin to get themselves ready for work. People are heading to work. Street vendors are setting up their shops and starting to cook their foodstuffs for sale to the variety of beings who live and make their livings in the city.\n\nAnd, perhaps most unusually, the usual patrols of Sith troops are reinforced by a half dozen of the battle droids the planet has to be able to maintain order." }, { "from": "human", "value": "samduke: Morning Routine: dress, eat, set blaster to stun, holster blaster, head out to the local bounty board, see what if any bounties look like they are worth taking, meet up with the rest of the party to discuss plans." }, { "from": "human", "value": "Janwin: Kir Mondlo woke up that morning like he did every morning: climbed out of the uncomfortably small bed in his tiny apartment that he was being charged way too much for, ate some cheap breakfast, put on his permanently-stained technician coveralls (though at least they made it easy to hide his blaster pistol under them) and walked to work.\n\nSeems like today was going to be more repairs and trying to cobble together components salvaged from less fortunate droids to make the few reasonably-valuable ones sellable. Like usual." }, { "from": "human", "value": "Vrock Bait: Qeron in the daytime always reminded Charra of her teenage years. The hustle and bustle of a working class neighborhood, all while armed guards looked on in a mix of boredom and annoyance. There was also something disturbing about it; everywhere else Charra had ever lived had possessed a sort of intimacy, carried through the familiar conversations of passing relatives or the passionate arguments of lovers and friends. Well, not passionate by foreign standards, but Pantoran passion was certainly of a different breed. Qeron, in contrast, was a place of passing by. A liminal space where it wasn’t just the armed guards trying to burn time as fast as possible, but really almost everyone. Perhaps that was the problem with living on such a cosmopolitan planet. Perhaps that was the problem with living on such an authoritarian planet.\n\nAs usual, Charra suppressed her urge to run off at the sight of bounty hunters, and tried to keep a brisk pace towards her destination. The faster her business, the faster she could get out of here." } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "Kythia: The Mercenary Halls are one of the few permanent buildings in the Magaramachi Salination and are the venue chosen for the auction, a secondary aim being to show off the Magaramachi mercenary power to potential clients. There are clearly two distinct architectural styles in the building, those bits designed and built by the Magaramachi in disrepair and collapsing after only a decade while those built after the arrival of the Gotezhar specialists still standing firm and being composed of “right angles” and “appropriate building materials” and other such masonic wizardry.\n\nGetting there isn’t entirely trivial though. Not only are delegates fighting off regular attacks from the local population but the Eel Without End – despite being chased off single handedly by the Magaramachi with no help from anyone at all (is the story you hear) – is omnipresent in this region still. Travel requires regular detours to avoid its bulk and its mind influencing powers turn delegates against one another and leave the weaker willed wandering with staring eyes. The algae covering the surface leaves the region dark – and the eyeless Magaramachi don’t use lighting – while the salty water is unpleasant to some races.\n\nOnce in the main building delegates pass numerous Magaramachi, all bearing the scars of their regular internecine fights, scrambling and squabbling to ask the conch questions HAS THERE EVER BEEN ANYONE BIGGER THAN ME? CAN I EAT THE SUN? AM I THE BIGGEST? WHO IS THE BIGGEST? HOW CAN I GET BIGGER? but the Conch remains silent. Fights break out regularly as is traditional for any space that has more than one Magaramachon in it.\n\nEmperor Extensive-Colossal-OneMillion, occasionally leaving his shark skull encrusted couch to fight anyone who looks at him funny, does his best to greet visitors cordially but his best isn’t overly good. Threats and insane boasts are screamed at high volume, often being enough to penetrate the high volume screaming of threats and boasts from everyone else in the room. Vistors are permitted to handle the conch but ONE QUESTION PER THREE YEARS he informs them if they try to question it.\n\n \n\nThe Magaramachi will give the conch to whoever they like best. The current ranking is:\n \n Miru Miru : 3 MGM rep \n Lojan: 3 MGM rep \n Titan of Industry: 2 MGM rep \n Gotezhar: 1 MGM rep \n Lambent Syndicate: 1 MGM rep \n Lighthouse: -1 MGM rep \n \n\nEveryone else is neutral.\n\nImpressing them in the auction isn’t difficult though:\n \n Offering sweet foods +d4 MGM rep \n Offering Military technology +d4 MGM rep \n Random unnamed NPC winning a fight with a Magaramachon (2d6 plus half ruler’s military vs 2d6+4) +2d4 MGM rep \n NPC named prior to the start of this round winning a fight with a Magaramachon (2d6 plus half ruler’s military vs 2d6+4, generals 2d6+ their Military score vs 2d6+4) +3d4 MGM rep \n Ruler winning a fight with a Magaramacho (2d6 plus their Military score vs 2d6+4) +4d4 MGM rep\nThere may be other methods \n \n\nAll fights are, at least from the Magaramachi point of view, to the death." }, { "from": "human", "value": "Epinephrine_Syn: It was a long journey, and something about this warmer climate and proximity to the surface made the Titan Of Industry strangely uncomfortable, but she could bear it. Odd, in her former years such things would have been considered a blessing upon her. The world truly was upside down now, huh. And in her gullet.\n\nSpeaking of gullet, she'd brought along a moderate sampling of food, sequestered away in such a place as to only present it when the time was right. A various assortment of things, kind of like a buffet. Her petite form had the trails of significantly larger brambles behind it carrying those things, in part to determine what exactly they'd prefer. Or, if she suspected right, they didn't have much any preference at all.\n\nMaybe literal garbage would work for their consumption. A theory to test for later, she needed to eventually deal with pollution.\n\n\"Greetings. I've seen the Eel Without End at this point on my way here, and I must admit.\" Mawbel shrugged, addressing the Emperor when she found the significantly sized monstrosity. \"Less impressive than I imagined from the descriptions. Not to mention a blatant lie, it does in fact have an end.\"" }, { "from": "human", "value": "Kythia: TWO he roared. BUT HEAD ALREADY RUN AWAY. ASS END BRAVER, STILL HERE. In a brief flurry of teeth and claws, he took the conch from the individual who had been questioning it and held it for her to see. IF YOU ASK IT WHAT THE SEA SOUNDS LIEK IT ALWAYS TELLS YOU. EVERY THREE YEARS TELLS SOMETHING ELSE AS WELL" }, { "from": "human", "value": "Epinephrine_Syn: \"Yes, true. But I am going to make the guess that it, too, will eventually flee from your presence.\" Something about 'ass end braver' had Mawbel in fits of giggles, but those fits of giggles happened at the end of her back in Verja, the end here smiled and gave a hearty singular laugh.\n\n\"Interesting oracle machine. So there are some questions it always answers, and some questions it only answers very rarely. That's good to know. The major question I'd like to know is...\" She ponders this, a little more, giving the thing, not the emperor, a leer.\n\n\"How do we know it doesn't lie? Does it only speak truths?\"" } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "Gengy: The Builders Union Technology Symposium \nNo one could have predicted that the Gotezhar, of all peoples, would eventually have such a vast control of technologies. As part of the Builder's Union - a major part - they are very eager to learn new techniques. They do not always apply them, but they are quite eager to know about them.\n\nThey are just as eager to trade for more. Within the cities of the former Greenwater Clans, the Gotezhar, Mer, Pygmy Mer, and the recently added Ghonites that make up the Builder's Union have gathered together to discuss new ideas, and exchange thoughts. They've built a big temporary residence within these waters, making the Symposium something that can be mobile, as it floats just below the water's surface; a marvel of creation in and of itself!\n\nThe recently restructured, but still quite vast, military of the Builder's Union is on hand to help deal with any unruly threats, but none are expected. At the same time, there are a few issues to resolve. Rumors abound, but it sounds like Team Clouds - from the Sealympics! - have not returned home yet. As Feytor Saroon'din - the Big Boss of the Union - is married to the team captain, everyone hopes more information about there whereabouts will become clear.\n\nThose who enter just wanting to exchange ideas, however, have nothing to worry about!\n\n \n Spoiler: List of GTZ Desired Technologies \nDeepwater Survival Systems, Destabilizing Mutagenic Augmentations, Dragon Eye Scuba, Implanted Personality Mindnets, Memetic Cohesion, Memetic Hazard Generators, Multi-Pigmented Photospores, Mycelium-Infused Pressure Plating, Redglow Revenants, Rudimentary Submarine Railways, Shark Rover Scouts, Story Weavers, Streamlined Submarine Railways, Sulphorous Secretions\n \n\n \n Spoiler: List of GTZ Dignitaries \n Feytor Saroon'din , Big Boss of the Builder's Union\n\n Governor Squidwar , an aging Mer warrior, currently leading security efforts\n\n Karin Hosa , a Pygmy Mer from the Western Exclave, who is fond of parties\n\n Pearl Plexo , a very confused Ghonite who isn't sure why he's here\n " } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "Grim ranger: Polar seas, Pelegar \nThe region of Pelegar is one that hosts many ruins of ancient grandeur, but as of late is has been drastically changed. Where before there were only sad ruins of past glories, perhaps veiled by colorful fabrics or makeshift attempts at repairs, grand structures have once again began to rise through the waters in their stead. Tall spires of ancient style but recent build raise from the foundations of old, gifts of the new rulers of the area to once again cast their gentle glow over nearly the entire terrain and making days all the more bright, the nights less harrowing and dark.\n\nThere is one particular addition to the profile of the region that has utterly dominated people's attention during the recent years, however: the grand arches and frozen spires of the newly created Polar Institute of Warfare, realized from mere plans of a King seeking to make his mark on the history books. The roads leading to and from the expansive campus are traveled by a great many students, alongside patrols of Nathi legionaries and region's own Talented Crab soldiers... although presently, the traffic towards the Institute has to dodge around the event taking up one of the large courtyards located before the entrance of the outer perimeter.\n\nNumber of colorful banners proudly declare the \"Summit of Skill\" to be in progress, an event hosted by a number of Institute's faculty and certain influential sponsors from Hegemony and beyond. A number of ringed-off areas have been dedicated to the noble and spirited sport of Blitzball, reserved for most athletically inclined of potential applicants. Similarly there is a tournament of Fish Go, the most strategic of underwater games, for those who wish to prove their strategic acumen.\n\nAll polities across the world are offered an invitation to the event, with a promise of scholarship for the attendee that'll most impress the gathered instructors... and considerable stipends for the runners-up.\n\n \n Spoiler: Mechanics \nAnyone attending with an action can send a representative to compete in either of the offered tournaments, rolling Military for Blitzball or Intrigue for Fish Go. At the end of the event, the rolls are tallied and ranked from highest to lowest. For mechanical reasons, all rolls compete against each other.\n\n Prizes: \n1st place: Given permission to send their General to study at the Institute without any need to negotiate tuitions, and 2 treasure\n2nd place: Given permission to send their General to study at the Institute without any need to negotiate tuitions, or 2 treasure\n3rd place: 1 treasure\n " } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "stanleyindraven: New game for those of the DCAD Kik. Guys, this is where we can put together and play a game of D&D. We can play 5th for newer players, or if consensus gathers on 3.5 we can do that too." } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "CyperWizWurmD: This thread is for the players to plan out the actions of the side of Arkum. New players are always welcome. New turns will be posted here" }, { "from": "human", "value": "CyperWizWurmD: The Void is all and nothing. You would say the void was all you knew, but without a mouth it’s hard to say anything. You could think the void was all you knew, but without a mind, deep thinking is slightly beyond you. The Void wasn’t warm or cold. Not beautiful or ugly, because without a body you couldn't experience these things. The Void is all and nothing until it wasn’t.\n\n\nA swirling blood red portal was the first thing her eyes saw. Her eyes! Looking down she saw that she also had arms, hands, fingers, legs, and all the other things a women should have. That's right she was a woman! And not just any woman. She was a caster! And not just any caster, a Shockamancer! Looking around the room she realises she was in the portal room of a side, her side! Each new sight, sound, and thought seemed to pull her in a new direction, making her lose focus.\n\n\nAfter awhile the onrush of new sights, ideas, and stimuli finally stopped overwhelming her mind and her personality rooted itself loosely in place. She was Harley Tesla. Noble Shockamancer of the side of Arkum. Daughter of…\n\n\n “Wait, daughter! I have a father and I’m a noble that makes me a princess!” \n\n\nPleased with her rise in station Harley began looking at her regalia. She was wearing a rather modest Dark Red gown, which disappointed her. The large two sided hammer in her had however did not. The yellow Smiley faces on the blunt end of each side sent giggles down her spine.\n\n “Now where is my father, I would think he would have summoned me at..” \n\nHarley was interrupted as the portal room began to shake and shrink at the same time. Harley mind was again overcome as she was again overloaded with new senses. Harley realized she had just become the heir of the side of Arkum! Before she could process that, she was again bombarded as she became ruler of the side!\n\nAll the new information was too much for Harley's new mind. To go from newly popped to ruler in less than five minutes fractured her mind, filling her mind with different facets to handle the rush of information. With that, Harley passed out.\n\n\nA strange warmth awoke Harley. She was lying on the floor of the now smaller portal room. Looking at the portal she could now see other colors faintly mixed in with the red. Flashes of orange, blue, yellow, and black swirled inside the deep red portal. As she sat up Harley could sense the other units of her side and the state of her capital as a new turn dawned.\n\n\nSide information\n \n Spoiler \nCapital City Arkum\nLevel 1\nBuilding Slots 0/2\nTower lv 1 0/200\nIncome 1000 shmuckers\nUpkeep 192\nTreasury 1257\nProduction: 2 scouts\n\n\nUnits\n\nQueen Harley Tesla\nLevel 1 Shockamancer\nJuice 100/100\n2(3)/2/6/8 “Combat/defense/hits/Move”\nSpecials: caster “Shockamancy”, Noble\nUpkeep 120 shmuckers\nEquipment: Blunted smile\n\n\nX8 Pikers\nLevel 1\n1/2/6/0\nSpecials: Garrison\nUpkeep: 6 shmuckers each\n\nX2 Scouts\nLevel 1\n0/1/6/12\nSpecial: Scout\nUpkeep: 12 Shmuckers each\n \n\n\n\n\n\n\n\nBrushing off her dress. Harley picked up her enchanted hammer and headed for the stairs." }, { "from": "human", "value": "CyperWizWurmD: As she walks Harley starts pondering about her spells\n\n \n Originally Posted by Spells \n Shockamancy special: caster level is doubled for all shockamancy spells.\n\n\n Hoboken \nRange: same hex\nJuice: 25\nDuration: instant\nCasting time: 1 round\nA basic single target spell. Attack roll of combat+ caster level + 2 vs targets defense. Deals 2d6+ ½ caster level. This spell deals raw arcane damage.\n\n\n\n Power Orb \nRange: touch\nJuice: varies\nDuration: one turn\nCasting time: 1 round\nCreate a heatless smokeless free-floating light source. Triple the juice costs makes the light permanent and anchored to an object.\n10 juice: candle light level\n20 juice: torch light level\n30 juice: lamp light level\n\n\n\n Grounded\n Range: personal\nJuice: varies\nDuration: 1 attack\nCasting time: response\nA shockamancer may negate energy damage directed at them. This spell negates 1 damage for every 2 juice used. This spell can negate raw arcane damage, fire, electricity, and cold. This spell can be cast in response to being hit with energy damage.\n\n\n\n Energy shot\n Range: same hex\nJuice: 25\nDuration: instant\nCasting time: 1 round\nAdvanced shockamancy spell. Attack roll of combat+ caster level + 2 vs targets defense. Deals 2d6+ ½ caster level. Spell can deal fire, electricity, or cold damage. Critical hits have added effects.\n\n\n Fire blast \nRange: same hex\nJuice: 25\nDuration: instant\nCasting time: 1 round\nAdvanced shockamancy spell. Area effect blast can hit up to four targets in one stack. (At random or screeners first) Attack roll of combat+ caster level vs defense. A miss deals half damage. Deals 1d6+ ½ caster level. This spell deals fire damage.\n\n\n Resistance\n Range: touch\nJuice: 30\nDuration: 1 turn or until used\nCasting time: 1 round\nThe caster give the target energy resistance 10. After the spell as absorbed ten points of energy damage. The spell ends. More juice can be used to increase the resistance. Caster must pick type of energy resistance when the the spell is cast. \n \n\nAnd she realizes she should be able to create new spells through research\n\nThen it hits her the types of units she can have popped\n\n \n Originally Posted by Units \n Pikers\n1/2/6/8\nUpkeep 12\nSpecials none\nProduction: two/ turn\n\nScout\n1/1/6/12\nUpkeep 12\nSpecial: scout\nProduction: two/ turn\n\nStabbers\n2/2/6/8\nUpkeep 14\nSpecials none\nProduction: one/ turn\n\nArcher\n1/1/6/8\nUpkeep 14\nSpecial: archery\nProduction: one/ turn \n \n\nAnd that she can upgrade the current Garrison Pikers to Field by double their current Upkeep!" }, { "from": "human", "value": "CyperWizWurmD: BAM!BEM!BUM! Information hits her like blows, one after the other\n- 1000 shmuckers for each level of the unit to promote a unit to a Knight\n- 5000 shmuckers per level of the unit to promote a unit to Warlord\n- 20000 shmuckers to promote a unit to be an heir\n- 10000 shmuckers to Upgrade the city to level 2" }, { "from": "human", "value": "CyperWizWurmD: *She mentally orders all units to courtyard while quickly marching there herself*!\n\nAs she arrives she commands \"WHAT BEFELL HERE!? SPEAK!\"\n " }, { "from": "human", "value": "CyperWizWurmD: Your troops assemble in the court yard\n\nThe two scout are standing together looking confused.\n\nThe eight pikers stand together stacked and at attention. They look a little confused, but one steps forward.\n\n\n What do you mean your grace? Do you mean the turn starting? Because the turn started! \n\nHe smiles and steps back into formation seeming to be proud of his answer." }, { "from": "human", "value": "CyperWizWurmD: *deep breath* (calming down and composing ourselves)\n\n \"My dear subjects, I fell like I was just popped and am in need of counsel. How old are each of you?\" " }, { "from": "human", "value": "CyperWizWurmD: Pikers: \"4 turns old Your Majesty!\" \nScouts: \"We just popped this turn..\" " }, { "from": "human", "value": "CyperWizWurmD: \"Was this city always a level 1?\" " }, { "from": "human", "value": "CyperWizWurmD: Piker: \"It was level 3 last turn, but was reduced early in the turn.\" " } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "TheFallenShard: This is the IC thread for when we start." } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "JNAProductions: The Spire. Magnificent structures, built on an ancient floating island of earth. Today finds you amidst festivities on The Spire, celebrating the eighteenth birthday of Princess Elibazeth Fleur. The food is amazing, the drinks even better, and the atmosphere is that of a grand party.\n\nThe Marble Madam finds herself near the edge of the Spire, putting the finishing touches on an entry portal for Thomas and Nathaniel, who has come out of his stony sleep to celebrate, as befitting a man of his stature.\nThe Brown Knight finds himself nearby. He has just been deposited by an aerial carriage, pulled by two hippogriffs, at a landing point near where Thomas and Nathaniel are to arrive. He piles out with the others, lacking as he did the funds or clout needed to secure a personal ride.\n\nBoth of you have heard of and, on occasion, met one another. Nothing much-when the Brown Knight was Green, the families they were employed by had interactions, but enough that you're familiar faces to one another.\n\nThere is a deep thrumming, like an enormous drum being pounded, and one of the people exiting the carriage stumbles a bit. \"Come on,\" their friend says, \"don't act drunk yet!\"" }, { "from": "human", "value": "Plaids: Tavaris Blackmon - The Brown Knight \n\n \n Originally Posted by JNAProductions \n Both of you have heard of and, on occasion, met one another. Nothing much-when the Brown Knight was Green, the families they were employed by had interactions, but enough that you're familiar faces to one another.\n\nThere is a deep thrumming, like an enormous drum being pounded, and one of the people exiting the carriage stumbles a bit. \"Come on,\" their friend says, \"don't act drunk yet!\" \n \n\nTavaris' peers through the window of the carriage thankful to have never developer agoraphobia after all his time within the dismal city sewers. \"It's good to be back where the exalted and high performers are recognized.\" He surmises before taking stock of himself smoothing any creases or loose hairs on his shirt.\n\"I will head to the most extravagant clearing to complete Elder Sanitov's errands. Then I can find a house head who wants a real Wilds Warden instead of some simpering yes man. \" He silently grouses, only some of his agitation to boiling to the surface.\n\nTavaris changes course briefly to catch the stumbling man.\n Careful there your eminence. Wouldn't want to get scuffed before festivities. \nHe warmly jests as he puts an arm around his ribs. Tavaris' hand lightly probes looking for a hidden crest or insignia, something to tie this man to a noble house." }, { "from": "human", "value": "NontheistCleric: Marble on marble, red hand on white. Madam M was never much of a painter, but who needs skill when you can simply enchant pigment to move as you wish? Liquid crawls off her fingers, arranging itself into a scarlet eel, heraldic beast of the Margraves of Khendia, blazoned large across the gleaming keystone.\n\nWith that slight infusion of power, the very paint is made the lowliest of animates. Its charge is to simply sit in this shape, and then just before the magic runs out—around evening by her experienced estimate—it is spelled to turn to steam and blow away.\n\nThe illustration is not merely symbolic but the last in a series of beacons. Earlier this morning she flew to the Spire in vapour-form, marking out a trail with vanishingly small slivers of stationary cloud and circling facsimile birds. The Margrave never takes the same route twice. As one of her more permanent works, his self-flying carriage is capable of following her magic as it sustains these temporary creations.\n\nSnapping the tinplate paint-pot in her other hand shut, M wills the column beneath her feet to shrink. It descends from the apex of the delicate three-quarter-circle arch of the noble gate, as high as twenty men are tall, and as it goes rough granite blurs into lustrous steel, the straight, simple form twisting itself into the complexity of a silvery horse upon which the transmuter sits sidesaddle.\n\nTransmuting the pot-lid into a perfect seal and slipping it into a hidden pocket in her dress, she nods to Captain Meris, commander of the Margrave's guard of honour. There is no need to speak, as they have performed this ritual ten thousand times over. Well, actually, most of those times were with Meris's predecessors. Now she will get out of his way so he can form the men up properly for arrival.\n\nUrging her mount off to the side, she casts her stony gaze over to the rabble arriving nearby. Is that Sir Tavaris? Hopefully he will control that lot so she doesn't need to start putting up fences around the Margrave's runway." }, { "from": "human", "value": "JNAProductions: The Brown Knight can feel jewelry underneath the man's outerwear, but not enough definition to say which, if any, house they are from.\n\nThe group moves onwards, not troubling Madam M or her construction. She can see Nathaniel's carriage approaching, enamoring a few bystanders to stare at it. The vehicle pulls into the archway, settling on the premade supports, and the door slides open soundlessly. Nathaniel, his hair greying and his cane in hand, steps out first. He is followed by Thomas, his hair more salt and pepper and his stride confident. \"Thank you, Aunty,\" Nathaniel tells you with a slight tip of his hat.\n\nCaptain Meris falls into place next to Nathaniel, the rest of the honor guard assuming their positions behind the nobles, and they start the slow walk for the center of the festivities." }, { "from": "human", "value": "NontheistCleric: \"You're welcome, Nathaniel.\" Madam M smiles at her nephew, happy to see him in one of his better moods—at least, for now.\n\nHer smile to Thomas is milder, accompanied by a meaningful eyebrow-raise. She already spoke to him earlier and gave him a little pewter model of a wheelchair. It is a spell within a spell—the outer layer a seal of miniaturization, and inside a wheelchair-golem that can move as directed by a knob on one of the armrests.\n\nIt would, of course, be better if the Margrave could walk into this special occasion on his own two feet, but if those aged legs fail before the day is out, the chair will let him remain composed and upright.\n\nShe waits for the procession to pass, then takes up her place at the rear of it. As the steel horse trots sedately, her dress shifts into a shade of deep red. Its usual black does not quite suit a royal birthday." }, { "from": "human", "value": "Plaids: Surmising there to be no house crests concealed by the man's jacket Tavaris begins to walk towards the procession. The man no longer interesting him. The thick impressions of jewelry would interest a lowborn thief, but Tavaris would never descend to that level.\n\nFurther down the path the sight of an elderly man and his trusted attendant. They would be recognizable even without their celebratory regalia and noble crests. Nathaniel Margrave the reclusive head of the Margrave household and his Marble Lady the dynastic attendant of the Margraves. The Zuerleins had spoken tactfully to the Margraves, a strong presence within Khendia who had consensus approval amongst the nobility. The subject of the elusive expiration of Nathaniel Margrave would only be breached in hushed whispers in the absence of Margraves.\n\nHe pays particular attention to the Marble Lady magically walking through towards the procession. All while preventing the loud clatter of stone impacting stone and her stone form bending and flexing unlike any automaton the Zuerleins ever possessed. Surely, she had to be the de-facto head of house.\n\nAverting his gaze from the Margrave cohort he turns to a hidden contained within his jacket. \" I am so close to being back to where I should be. Just have finish Sanitov's errand and you can start living better than most people, if you can play your part. \" He schemes with an attentive yellow canary returning a receptive gaze.\n\nHe then goes toward the center of the party to look for high ranking officials to give the Elder Dungsweeper Sanitov's letters to." } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "TheSilentChoice: An alteration/adaptation of ANDROMEDA BY ALED LAWLOR & PANAYIOTIS LINES © 2022 LEYLINE PRESS\n\n OOC THREAD HERE \n\nLike all CivSec documents in regards to a mission, they were written rather blankly and made for tedious reading, but even those with low attention spans can eventually slog through the information. (Or get someone else to relay the important stuff.)\n\n8 days ago, 1600: Mining Frigate Oseberg docks on the Goetia Penal Mining Station in stable orbit over Vestis. This vessel is a known component of the CFM, the Colonial Freedom Movement. Assumed goal was to take over the station for new recruits and resources. Contained 18 armed members of the CFM led by GEOFF GUNNARSON.\n\nEmergency Beacon activated at 18:33 >\n\n {PENAL STATION GOETIA 14 \n \n 65.563,79.418 273SAG03 \n \n 18:33 AST PRIORITY \n \n SOS SOS SOS\nTX HSA HSA HSA\nSTATION UNDER ATTACK BY CFM\n18 CONFIRMED HOSTILES\n1 CREW WIA\nHAZARDOUS MATERIALS ONBOARD\nSURVIVING CREW BARRICATED IN STATION\nRX ACKNOWLEDGE\nDATA PKT ATT \n \n {END TRANSMISSION} \n \n DOCUMENTS ATTACHED \n \n >CREW MANIFEST\n>CORPORATE SECURITY REPORT\n> ---REDACTED--- \n>STATION SCHEMATICS 1.00-7.00 \n \n \n \n19:01 Station lost all power, emergency life support activates.\n\nSince then, there has been no confirmed contact with the space station. A single UNSC scout was sent to learn more about the location and found it to be dark. All but two airlocks appear to be non-functional, but once the scout docked it seems that number is down to one.\n\nThe Oseberg is confirmed to still be docked, but a preliminary scan shows that the reactor isn't functioning properly to sustain power, no life signs aboard.\n\nYou have your copy of the readout, but it doesn't look good. These penal colonies always give only the basics of their schematics to discourage breakouts ahead of schedule. Furthermore, you have 24 hours before the station goes beyond the point of no return and is doomed to enter Vestis' atmosphere.\n\nYour current mission:\n \n !! Detain GEOFF GUNNARSON !! \n Restore reactor functionality. \n ---REDACTED--- \n Rescue remaining penal workers for reassignment \n ALT: If reactor is unsalvagable, trigger the emergency beacon and CelsCorp will execute emergency orbital grounding. \n " } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "Postmodernist: Original OOC thread \n Original IC thread \n Recruitment thread \n New OOC thread \n\nThis the new IC thread for survivors of the abandoned Turn of Fortune's Wheel campaign. This post will be edited and updated with a relevant post once all players have confirmed in OOC thread." } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "mariakendra: Losing my Bitcoin due to a hacking incident was a devastating blow. I felt helpless and uncertain about the fate of my digital assets. That's when I decided to reach out to iBolt Cyber Hacker for assistance, and it turned out to be the best decision I ever made.\nFrom the moment I contacted them, iBolt Cyber Hacker sprang into action. They conducted a thorough assessment of the situation, listening attentively to my concerns and providing reassurance that they would do everything possible to assist me.\n\nTrue to their word, iBolt Cyber Hacker worked tirelessly to recover my stolen Bitcoin. Their team of experts utilized advanced techniques and their in-depth knowledge of blockchain technology to trace the movement of my funds and identify potential avenues for recovery.\nIncredibly, within just 72 hours, iBolt Cyber Hacker successfully recovered my stolen Bitcoin. I was amazed by their efficiency and professionalism throughout the entire process. They kept me informed every step of the way, ensuring transparency and clear communication at all times.\n\nI cannot thank iBolt Cyber Hacker enough for their exceptional service. They not only helped me reclaim my stolen Bitcoin but also restored my faith in the security of digital assets. If you ever find yourself in a similar situation, don't hesitate to reach out to iBolt Cyber Hacker. They are true experts in their field, and I am forever grateful for their assistance.\n\nContact Info:\nEmail: ibolt @ cyber-wizard . com\nWhatsApp: +(39) (350) (929) (0554)\nWebsite: https: //iboltcyber hack. com/\n\n[IMG]file:///C:/Users/hp/Downloads/Hackerr.jpg[/IMG]" } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "rogue_alchemist: Spoiler: OOC Thread \n OOC \n \n\nWe open on four superheroes, part of an elite team, as they receive an urgent summons from the mayor.\n\n \n Spoiler: OODM \nMore details incoming, just had to get the thread up to link between.\n " } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "BelGareth: The screen flickers to life, the familiar logo of the Daily Bugle spinning into view. The camera zooms in on the stern face of Betty Brant, the Bugle’s seasoned anchorwoman.\n\n \"Good evening, New York. I’m Betty Brant, and we interrupt your regularly scheduled programming with breaking news. An emergency situation is unfolding downtown where a group of AIM agents—Advanced Idea Mechanics—has taken hostages at the Centennial Bank on 5th Avenue. Reports indicate that several civilians are being held against their will, and authorities are urging everyone to avoid the area.\" \n\nThe scene cuts to shaky, live footage of the bank. AIM agents, clad in their distinctive yellow hazmat suits, can be seen inside, brandishing high-tech weaponry and herding terrified civilians into a corner. The camera pans to a barricade of police cars outside, officers huddling behind for cover.\n\nBrant’s voice continues over the footage, tense and urgent. \"These AIM operatives are considered extremely dangerous, equipped with advanced technology and little regard for human life. The situation is escalating, and the NYPD has called for backup from any available superhero teams. Stay tuned to the Daily Bugle for further updates as this story develops.\" \n \n\n \n\n\nAs the broadcast ends, the TV screen goes dark, replaced by the sudden hum of a holo projector springing to life in the center of the room. The holographic image of Director Maria Hill of S.H.I.E.L.D. materializes, her expression all business.\n\n \"Alright, team, listen up,\" Hill’s voice is calm but commanding. \"You saw the news. AIM agents have taken hostages at the Centennial Bank. This isn’t just a simple bank heist—they’ve got a point to prove, and they won’t hesitate to use those civilians as leverage. Our intel suggests they’re after a high-value asset stored in the bank’s vault. We can’t let them get their hands on it.\" \n\nShe pauses, her eyes scanning each member of your team. \"Your mission is clear: neutralize the AIM agents, secure the hostages, and prevent any assets from falling into their hands. Remember, these guys are equipped with advanced tech—expect energy weapons, force fields, the works. Stay sharp, work together, and get those civilians out safely.\" \n\nHill’s image flickers slightly as she continues, \"Time to show AIM what happens when they mess with New York.\" \n \n Spoiler \n\n Map \n " }, { "from": "human", "value": "truemane: QUAKE \n Health : 120/120, Focus :30/30 \n Size : Large, Speed : 6, Reach : 10ft \n Defense: M: 13, A: 13, R: 14, V: 11, E: 8, L: 8 \n Damage: M: x2+4, A: x1+0, E: x1-2, L: x1-2 \n Powers : Sturdy 1, Mighty 1, Brawling, Banging Heads \n \n \n\nQuake lurked in the corner of the room. He stood as far back, and as close to the wall as possible, but all the same his massive size and hulking demeanour dominated the enclosed space. He frowned.\n\n\"This seems a more... delicate... situation than I am very good for. I would not want the hostages to be harmed on my account. So maybe what we need first is information?\"\n\nA pause.\n\n\"How will we get there?\"\n\n \n Spoiler: OOC \n\nI don't know if we have a team vehicle or whatever.\n " } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "IRollTwenties: Character Sheets \nnamo - Niji \n\nProgressPaladin - Archer Glenshire \n\nqazgir - Alesiter Orania \n\nYas392 - Cyclo \n\n\nWelcome all. Below you'll find the extra loadouts for your characters to get them up to WBL for level 3. (CL = Caster Level)\n\n \n Spoiler: Niji \n The following replaces what you have in your equipment section, since you didn't note what you bought precisely and for how much: Masterwork Rapier, Masterwork Shortbow, 20 Arrows, Masterwork Buckler, Mithral Chain Shirt, Wand of Shield of Faith CL1 Charges: 8, Wand of Cause Fear CL1 DC11 Charges: 5, Wand of False Life CL3 Charges: 5, Oil of Magic Weapon CL1, Backpack, Chalk, Signal Whistle, Mirror, Blanket, Bedroll, 5pp, 4gp, 6sp, 9cp\n \n\n \n Spoiler: Archer Glenshire \n Replace your starting Rapier and Lamellar Cuirass, and add the rest to your inventory: Small Masterwork Rapier, Small Masterwork Chain Shirt, Small Shortbow, Masterwork Arrows x20, Masterwork Thieves Tools, Muleback Cords, Belt of Tumbling, Potion of Cure Light Wounds CL1 x2, Oil of Magic Weapon CL1 x2, 10pp, 18gp\n \n\n \n Spoiler: Aleister Orania \n Replace your starting Butchering Axe and Four Mirror Armor, and add the rest to your inventory: Masterwork Butchering Axe, Masterwork Agile Half-Plate, Armbands of the Brawler, Wand of Enlarge Person CL1 Charges: 7, Psychic Scroll of Spider Climb CL3, Psychic Scroll of Levitate CL3, Oil of Magic Weapon CL1, Potion of Cure Light Wounds CL1 x2, Potion of Feather Step CL1, Potion of Protection from Evil CL1 x2, 21pp, 5gp\n \n\n \n Spoiler: Cyclo \n Replace your starting Cold Iron Dagger, and add the rest to your inventory: Masterwork Cold Iron Dagger, Cloak of Resistance +1, Wand of Sound Burst CL3 DC 13 Charges: 10, Wand of Bless CL1 Charges: 15, Wand of Cure Light Wounds CL1 Charges: 17, 13pp, 10gp\n \n\n\nI will have the IC thread up soon and post a link here." }, { "from": "human", "value": "ProgressPaladin: I am 4.5 pounds over my light load, could I give my Bedroll and Blanket to someone?" }, { "from": "human", "value": "Yas392: Claiming blue as Cyclo's speech color.\n\nEDIT: Cyclo cannot shoulder the load for you as the bedroll and blanket will put him over light load." }, { "from": "human", "value": "Qazgir: I've got ~13 lbs of carry weight to spare, so I can take them off your hands. Also, can I buy a scroll case with my remaining cash?" }, { "from": "human", "value": "IRollTwenties: Originally Posted by ProgressPaladin \n I am 4.5 pounds over my light load, could I give my Bedroll and Blanket to someone? \n \n\nYou have Muleback Cords, which I don't see listed under your equipment. It makes your effective carrying weight for light load 49.5. You're also small sized so certain items, that are also small, are only half weight. So your rapier is only 1lb, Shortbow is only 1lb, Chain Shirt is only 12.5 lbs, bedroll is only 2.5lbs, and blanket is only 1.5lbs. So, I think you're good on your light load when you adjust those. 🙂\n\n \n Originally Posted by qazgir \n I've got ~13 lbs of carry weight to spare, so I can take them off your hands. Also, can I buy a scroll case with my remaining cash? \n \n\nYep, you can buy a scroll case." }, { "from": "human", "value": "ProgressPaladin: I’m so sorry for the confusion, I calculated with the muleback cords, but this is my first time playing a small character. I will us Bolded Black , if tha is okay with you." }, { "from": "human", "value": "namo: The PCs do seem to complement one another well! 😁\n\nNiji the rainbow warrior will use t h e s e colours... Nah, just kidding, Indigo will do fine.\n\nI'll switch the shortbow for a longbow, since he's actually proficient with it, which I missed (and I'll pay for the difference)." }, { "from": "human", "value": "Qazgir: Then Aleister will take Maroon if that works for everyone." }, { "from": "human", "value": "Yas392: Made adjustments to Cyclo's inventory." }, { "from": "human", "value": "Qazgir: Just checking in to make sure I haven't missed this starting an IC thread." }, { "from": "human", "value": "Yas392: I think we are waiting for Twenties so you're good." }, { "from": "human", "value": "namo: It seems like this may be stillborn. ☹️ I hope the DM is OK. I PMed them, but no answer." }, { "from": "human", "value": "Qazgir: That would be unfortunate, but it look like thats the case." }, { "from": "human", "value": "Yas392: Yeah, RL, health or the forum difficulties can get in the way. I'll give it another week to see if Twenties update." } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "DarkOmens67: You spent the majority of the day doing the same routine, chores around the house. So the sudden arrival of a major electrical storm that caught everyone off guard. The adults had to rush outside and herd the livestock into the crowded round house where you are watching the younger siblings. They were able to complete two trips of putting animals into the house, but never returned after that.\n\nYou woke up in the morning to a strange and different land, along the edge of a dark and creepy lake . The ground as expected after a storm was soft and soaked as it acted as a suction cup with each step you made and your feet slid through the waterlogged mush that used to be grass. There was a musty smell in the air, and you weren't alone.\n\nThere were several round houses made of the same wattle and daub as yours. The thatched roof was quite similar to the style your kinsmen used, but these houses were strange enough that you also knew you weren't the same." } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "DarkOne-Rob: What has happened already:\n\n The Abandoned Mine Office and the Whispering Cairn \n The Three Faces of Evil \n The Encounter at Blackwall Keep \n The Hall of Harsh Reflections, Part 1 (disregard action after post # 815 - we will begin at that point, which I have duplicated below the page break.)\n\n (Current) OoC Thread (I don't intend to make a new one yet, as there is no need that I can see. This includes a summary of the action so far! Read it! )\n\n \n\nWith the party all together again, they can go over their discoveries and review the maps Olofire has purchased. During the lockdown of the Sanctum no one approaches to bother the PCs as they make plans, including the relative of Lyr that is rumored to be looking for Frederick. You are able to rest and recover, either here or at the Crooked House, and begin the next day fully refreshed and ready for business.\n\nWhen the party begins looking they start in the Artisan's District. Rather close to the map shop where Olofire purchased his new collection they find a business called the \"Cold Forge\" - an armor and weapon smithy run by a foul-mouther old smith named Crusty Patten. There are numerous ways down into the sewers from the streets, including one out of sight in an alley behind the various businesses.\n\n \n Spoiler: Mechanics \nThis would be easier around a table, but you all managed well enough so I want to get us going...\n\nFinding the next dungeon requires some skill checks. You've already learned a bit about Beggar's Gold, the fungus found on the dead drows' boots. At the discovery of the Cold Forge several of you remember that the fungus often grows in sewers near smithies or forges.\n\nOlofire's efforts have accomplished the \"Gather Information\" check needed to find the Cold Forge.\n\nOnce you enter the sewers you will need to pass five DC 10 Survival checks, keeping an eye out for phosphorescent mold, to find the entrance to the dungeon. As no one in the party is a Ranger or Druid (Lydia has the highest Survival modifier at +4) I went ahead and did the rolls for you.\n \n\nAfter slipping into the sewers and establishing their light sources and marching orders, the party encounters several minor threats - a wandering gelatinous cube, some darkmantles, and a couple of carrion crawlers - all of which are either dispatched or avoided easily. At one point, early in their exploration, Lydia finds the body of a male human with a large hole in the back of his rotting head. It's a grisly reminder of the threat they face down below the Free City of Greyhawk.\n\nAbout three hours into the day the PCs find a rather large patch of Beggar's Gold just off an ancient and particularly deep (60 ft underground) sewer tunnel. Here the sewers cross with some natural caves full of the usual stalactites and stalagmites, with a ceiling about twenty feet above. The caves are utterly dark with the exception of the entrance's glowing fungus - there is no light inside except what the PCs bring with them. The natural tunnel walls are unworked stone and the floor is uneven and slippery in most places, making the ground difficult terrain unless otherwise noted.\n\nThe first large cavern the PCs find has patches of phosphorescent fungus lighting it. There are huge swaths of the Beggar's Gold fungus and toadstools of various sizes, some the size of a full grown human.\n\n \n Spoiler: Map \n \n \n\n I recommend that the players review carefully the sorts of dangers that can occur underground ( Mundane Environmental Hazards ). We haven't dealt with many of these in a long time (real world), but your PCs would know that such threats exist. Also, there are many, many varieties of interesting (and dangerous) fungus used in old-school style dungeon crawls, especially where Underdark dwellers are concerned. " } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "Johel: Chronicles of the Starfall \nIC 01\n\n \n Slysummit, 5th Day of 32th Cycle of the Year 251 After the Starfall \n Beneath the arena, the air is heavy, damp, and tinged with the stench of fearful despair and neglect. The walls of the subterranean corridors are cold stone, slick with moisture and stained with the memories of those who walked this path before. Faint, flickering lanterns cast long shadows on you and your fellow prisoners. You've just been brought out of a cell where you have spent the night before. You don't know what time it is exactly, what with the sun being absent, but you reckon that a meager meal was served to you maybe one or two hours ago. So it must be past noon. Which means your \"chance at redemption\", as the judge put it, is near. At the end of the corridor, someone shouts a command whose words are mangled by the distance. But right from behind the line of convicts, another voice reacts, shouting at you all : \n Guard : \"-Alright, you scum ! It's show time ! Aaaaa...dvance !\" \n The person in front of you shuffles forward and, shackled in chains, you are forced to follow. When the torch light allows, you can see some of the guards, clad in dark, iron-plated armor, move with a mechanical precision, their faces hidden behind grim helmets. They grip long spears, the tips occasionally scraping the ceiling as they march. As you are herded through, you can feel that the ground is slightly inclined. And you are always turning left, meaning you are circling around something. Eventually you reach the heart of the arena's machinery : massive gears and pulleys groan and clank, supporting the wooden ceiling above, where wells of sunlight are falling from strategically placed mirrors. Nearby, slaves toil silently as they haul heavy loads or stoke the fires that power the arena's devices. This is also a waiting area, wide enough for dozens of men.\n\nOn the right side, series of cages are lined up. Inside, the beasts stir. These are no ordinary creatures, but grotesque, magically-mutated monstrosities. You can see glimps of the ones closer to the iron bars : some are amalgamations of various animals, their forms twisted and fused. Others are just normal predators, at least as far as can be seen but you doubt it is so. For each is there to inspire a sense of exotic dread among the public, reminding them of what lurks beyond Slysummit's walls, of why so many patrols are needed, the taxes so high, the food so expensive and the law so harsh. One cage holds a hulking mass of fur and scales, its body a hideous blend of bear and crocodile, its maw lined with jagged teeth that seem to glow faintly in the dim light. Another houses a serpent with the talons of an eagle and the venomous stinger of a scorpion, its coiled body covered in iridescent feathers that shimmer unsettlingly. As Saber pass near, the bear-crocodile lets out a bone-chilling roar, its serpentine eyes locking onto the illusionist with a predatory gaze. This prompt a chuckle from one of the guards. \n Guard : \"-It likes you, boy. Alright, aaaaand... Halt !\" \n You've reached the base of a steep slope, leading to the arena’s pit. At the top, a massive, rusted iron gate stands close. The air here is dry and carries the faint scent of sand and blood, a sharp contrast to the damp corridors behind. You can feel the heat from the arena seeping through the gaps and the distant roar of the crowd. The area is better lit and you can now see clearly everyone. There are about twenty prisoners and eight guards, two of which are now removing the chains from each of you, probably readying you to climb into the arena.\n\nWhat do you look like, what can others see when they look at you ?\nWhat are your thoughts, words and actions ? " }, { "from": "human", "value": "Merilan: Ophilia is a slender, white-haired woman that could be mistaken for an ingenue at first glance, though years of experience with both knightly training and long hours in the healing profession have forged her body towards activity and wear both. Her eyes are a light hazel colour, and just as everyone else, she's dressed in prisoner garbs, having been bereft of her equipment and noble presence. Not even the pleasantry of footwear has been afforded.\n\nBut there's a keen, resolved gleam from her eyes, one that won't let the hardships of such an environment slow her down. No, it's not the horrible conditions of the prisoners that give her disdain, it's the indulgence to which the people suffer. As she observes the many chimerae and mutated monsters on display, she wonders just how they've gotten so twisted...\n\nShe will survive. She won't die here. She must discover the truth behind her father's death." }, { "from": "human", "value": "Dr.Gunsforhands: The woman behind Ophilia looks a lot softer - the kind of physique that suggests someone who walks to maintain their health and doesn't do much heavy lifting. The tight, careful brown curls in her hair have deteriorated since she's been here and now pile up in a tangle on her shoulders. Her doughy legs are peppered with stubble.\n\nNot trusting the dungeon's floors, Constance has already fashioned some strips from her prison gown into protective wraps for her feet, revealing even more of her legs and shoulders than usual. These outfits are clearly meant to be torn apart at some point, so maybe that was an intended feature.\n\nIn your confinement with her, she's sometimes talked about the dungeon's features and history, just to have a topic of conversation. That, and she had an odd tendency to answer what are you in for? with why does this horrible place exist at all? and to get increasingly upset as she did so. It would be easy to write this off as prison life already getting to her, because it was, but it's still not much of a leap from her usual personality.\n\nSo, it kind of makes some sense that even a rich scholar like her would get locked up for saying the wrong thing too many times. Or for not being friends with enough of the right people. Or for having something in her collection that someone else secretly wanted. Whichever. She hasn't found out herself, yet. That will have to wait until we bust out of here. Not that the guards take kindly to talking about that out loud.\n\nShe looks over at the ominous slave-driven devices as the group is marched around them. Pulleys join the cranks to the ceiling, and to the mirrors on the roof. The gears start turning in her mind. If someone were to hold on to one of those ropes...\n\n \n Spoiler \nMight I roll to create an advantage with Investigate or Crafts by studying the devices? Something along the lines of, 'half-formed ceiling escape plan?'\n " }, { "from": "human", "value": "MaltholLoth: Saber, that average looking guy, not skinny but not fat, just a rounded look. He ran his fingers through his mouse brown hair that was short enough to not get messy from being left. His blue eyes scanned around as he tried to think of strategies. That beast... The bear-odile amalgamation, he had swallowed hard.\n\nCould his tricks help here against something like that? Those from his cell knee he could do small ones, he'd tried to keep everyone's spirits up with them. There was only so much he could do against an impending fate such as this.\n\nHe looked at those besides him, maybe it would be fun if death didn't seem to hang on his mind." } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "Auranghzeb: The once glorious Barrera \n \n\n\nBarrera, once a thriving city of nearly 10 thousand souls and powerful guilds that leveraged the rich mines to the southeast, the dense forest to the south and the potent great river where the city is nested. Once they held the kings in a tight gauntlet, lending them the gold to wage their wars and selling them the weapons of their mutual destruction, Barrera grew as conflict washed Oreth. They even were the only ones to ever commerce with the lands beyond the steppe where the horse lords and their magnificent queen rule.\nNow. Barrera is a wasteland, the home of the worse in the land. Victorious King Gudu, barely a teenager, swept the other warring kings in under a year and his army of loyal zealots, the black dogs, raided Barrera and put shackles on the guildmasters who tried to collect their debt of war from the young king. The city was razed and many were sent as forced labor condemned to a short life in the mines. Others scattered into the hills and woods and others tried their luck across the great river never to be heard of.\nThen the king became obsessed with his steppe campaign to the east. That was 10 years ago. With the black dogs and the main force of his army tied to the east hundreds of miles away in a cam those who have seen it call it the greatest mirage in Oreth, Barrera an other towns have a measure or liberty but also with no clear authority, these are places of violence and debauchery. Moreover, monsters who were kept in check by the army or the guilds are now becoming daring, poking the weak social fabric of a city now in tatters.\n\n\n\n *** \n\nYour story starts here, crawlers.\n\nIt has been raining for a large part of the day, peltering rain with thunders that make the beast hide and lighting riveting in between the clouds. You had to stop and find refugee and a good part of the day is now gone when it finally stops. The ground is muddy and each step is choppy and clumsy. You still have ten miles to walk to the fringes of Barrera, to the slum in the south where you have heard some food and warmth can be found and where Ottis Carbon is gathering those who survived the Black Dogs. \n\nAt this pace, with this muddy ground, it will take you at least four hours. That means you'll still be walking when the sun sets, the night will be dark, with no moon and with these heavy clouds.\n\nThe only good thing is that the path ahead is quite literally a railroad, the abandoned rails of the mining carts pulled by mules that once thrived bringing the ore from Alen to Barrera. Follow the rusty red road...\n\n Day 1: 2 hours to sunset. 10 miles to go. \n\nTerrain is muddy, with severe overgrowth to the sides of the tracks.\n\nDanger Level: Easy but the light is waning.\n\n Every rounds of posting is 25 minutes This will be a convention but we can alter it as needed.\n\n \n*** " }, { "from": "human", "value": "drack: Gregory stumbles for the third time over a rock, wiping sweat off the back of his neck with the back of his sleeve. \"Guys, I don't mean to call about ill omen, but I don't really like the look of these trees, it's already getting dark and they're only making it darker. Lots of bad things tend to happen in dark forests at night, what do you guys think, should we pick up the pace or set up camp soon?\" " }, { "from": "human", "value": "Ridai: Gralk is half covered in mud, but is driven to keep marching onwards, keeping an eye on the woods to their sides. \"Want to get out of forest. Forest hungers. Dark hungers.\" \n\nGralk remembers finding parts of an arm of the seventh Wulf along the road during a transport. He thought about taking it along, maybe cook it over a torch to quell the hunger if all else failed. But the guards would have whipped and beaten him if he tried." }, { "from": "human", "value": "BelGareth: Calendula was tip toeing on the rail track, and chuckled at his companions winging. \"You humans, always complaining.\" he said curtly. Pulling his cloak and a shaking the water off it, the mud at the fringe was getting worse, and weighing it down." }, { "from": "human", "value": "Ridai: The half-orc does not look back. These people are talking and not screaming, so they are still alive and not in the process of dying. \"Was asked. No overseer orders. No overseers to rip teeth for talk.\" People from the Wide Open talk much. It will take a while to get used to this. And being able to speak whenever.\n\nGralk continues, boots taken from a body he couldn't identify anymore squelching in the mud." }, { "from": "human", "value": "BelGareth: Looking to the trees longingly, he sighs \"There is no overseer here my friend, but perhaps those trees do look rather sinister, perhaps we should investigate?\" " } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "neager543: For some context: I'm someone who, for the longest time, hasn't enjoyed running or preparing dungeons in almost any capacity. The way dungeons are presented in official books just irk me, they're unfun to run and prepare at least on my end. However ever since trying out Isometric Dungeons (2.5D Dungeons with a side view) that fit in a single page with information either on the page itself or in a 2nd page next to it I've found a form of adoration for their simplicity and ease of use especially in fitting a consistent 4 combat encounters (usually 1-2 hard with another hard encounter and then a deadly with a ''boss'' at the end) in that fill up a typical adventuring day budget.\n\nThe ability to run a dungeon in just 1-2 sessions and then being able to have a roleplay session right after where the characters enjoy the fruit of their labor is just amazing and works far FAR better than the slog that official dungeons tend to be. This, as I've been experiencing for around 12 sessions deep into this campaign, feels like i'm running actual Dungeons and Dragons without any added issues that burn me out or make either myself or the players not enjoy the game.\n\nIsometric Dungeons add a level of visual depth to the game and makes handling mechanics like flight make far more sense that I honestly feel like I can never go back to playing on a flat 2D map anymore.\n\nHave any of you ever tried Isometric Dungeons before? If so, do you prefer them over flat 2D maps?" }, { "from": "human", "value": "heruca: I know it's an old thread, but I'd like to drop a few links that should be very interesting to anyone wanting to create their own isometric dungeons.\n\n Temple of Death \n Isometric Dungeon Designer \n Enter the Dungeon \n ISO Dungeon Walls \n Old Ruins \n Isometric Dungeon " } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "lostsole31: This is the GM-only Battle Book for my Hell's Vengeance campaign.\n\nIf you are a player in this game, seeking to learn from the contents in this thread is cheating. I have removed players from my server and several games they were in because they used the information here and were an idiot about having tipped their hand for having used this information.\n\n " }, { "from": "human", "value": "lostsole31: Torquena squints at the man for a moment before whispering, \"Cimri, step aside, trust me.\"\n \n Assuming Cimri does so, Torquena quietly take Cimri's previous place at the door.\n\n Surprise Round ... \n\nShe steadies herself with a quiet breath, opens the door, and steps inside.\n\n S17: \"Yap! Yap! Yap!\" barks the dog even before Torquena was fully inside.\n\n S9: The man is on his feet, and holding something a rock in his hand.\n\n Begin Round One ...\n\nR1T31: Cimri gives a foul curse under her breath. She rushes in, sap in hand, and wallops the dog for 9 NL .\n\n R1T24: Drusina , what do you do?\n\n \n Spoiler: Battle Tracker \n\nCimri: 31.\nDrusina: 24.\nBriza: 18.\nArchie: 17. (10:10, 9 NL).\nGarnius: 12.\nJabral Louslik: 9. (36:36).\nHermia: 8.\nNyctessa: 6.\nTorquena: 4.\n\n DEAD/OOC \nx.\n " }, { "from": "human", "value": "lostsole31: R1T24: Drusina races into the building after Torquena, glares intensely at the man, having to move past chair and around the chair to stand in the far corner near the man.\n\n R1T18: Briza , what do you do?\n\n \n Spoiler: Battle Tracker \n\nCimri: 31.\nDrusina: 24.\nBriza: 18.\nArchie: 17. (10:10, 9 NL).\nGarnius: 12.\nJabral Louslik: 9. (36:36).\nHermia: 8.\nNyctessa: 6.\nTorquena: 4.\n\n DEAD/OOC \nx.\n " }, { "from": "human", "value": "lostsole31: R1T18: Briza moves in to block the window and utters an arcane phrase, \"This is all just a bad dream. Why don't you curl up and sleep this one off?\" \n R1T17: The small leaps up and bites Cimri in the boob for 5 !\n\n R1T12: Garnius , what do you do?\n\n \n Spoiler: Battle Tracker \n\nCimri: 31.\nDrusina: 24.\nBriza: 18.\nArchie: 17. (10:10, 9 NL).\nGarnius: 12.\nJabral Louslik: 9. (36:36). SUGGESTION to curl up and sleep this off!\nHermia: 8.\nNyctessa: 6.\nTorquena: 4.\n\n DEAD/OOC \nx.\n " }, { "from": "human", "value": "lostsole31: R1T12: Garnius steps into the room, moving so there's room for others to enter behind him. He points an open palm at the dog, conjuring a barbed chain which bursts from the ground and lashes at the dog, striking it for 1 + staggered + shaken !\n\n R1T9: Jabral sits in his chair, and says, \"Do you mind keeping it down? I need to take a nap.\" \n\nHe puts the stone on the desk and puts his head in between his arms on the desk to try to go to sleep.\n\n R1T8: Hermia storms into the room and shoots at the dog, the arrow going partway through its lower foreleg for 6 and dropping it.\n\n R1T6: Nyctessa keeps watch outside, moving to a point to hide.\n\n R14: Torquena , what do you do?\n\nCimri on deck, Drusina in the hole ...\n\n \n Spoiler: Battle Tracker \n\nCimri: 31.\nDrusina: 24.\nBriza: 18.\nArchie: 17. (10:10, 10 NL). STAGGERED!!! SHAKEN til R5T12!!!\nGarnius: 12.\nJabral Louslik: 9. (36:36). SUGGESTION to curl up and sleep this off!\nHermia: 8.\nNyctessa: 6.\nTorquena: 4.\n\n DEAD/OOC \nx.\n " }, { "from": "human", "value": "lostsole31: R1T4: Torquena blinks as the spell seemingly takes hold, and pauses, holding herself at the ready.\n\n End Round One, Begin Round 2 ...\n\nR2T31: Cimri bitterly spits a curse at the dog, takes out her kukri and hacks the dog for 18 .\n\n R2T24: Drusina , what do you do?\n\nBriza on deck, Garnius in the hole ...\n\n \n Spoiler: Battle Tracker \n\nCimri: 31.\nDrusina: 24.\nBriza: 18.\nArchie: 17. (-8:10, 10 NL). DYING!!!\nGarnius: 12.\nJabral Louslik: 9. (36:36). SUGGESTION to curl up and sleep this off!\nHermia: 8.\nNyctessa: 6.\nTorquena: 4. Grab Jabral if he does anything other than (try to) sleep.\n\n DEAD/OOC \nx.\n " }, { "from": "human", "value": "lostsole31: R2T24: Drusina looks over at Briza and whispers quizzically, \"How long will he be out? Can we just work while he sleeps?\" \n\nShe then steps to the side and intones a few arcane words, her eyes glowing faintly purple as she scans the southwest corner of the room. She senses magic in the cone of her spell.\n\n R2T18: Briza , what do you do?\n\nGarnius on deck, Jabral in the hole ...\n\n \n Spoiler: Battle Tracker \n\nCimri: 31.\nDrusina: 24. Detect magic to SW, 1 round complete.\nBriza: 18.\nArchie: 17. (-8:10, 10 NL). DYING!!!\nGarnius: 12.\nJabral Louslik: 9. (36:36). SUGGESTION to curl up and sleep this off!\nHermia: 8.\nNyctessa: 6.\nTorquena: 4. Grab Jabral if he does anything other than (try to) sleep.\n\n DEAD/OOC \nx.\n " }, { "from": "human", "value": "lostsole31: R2T18: \"As long as we don't make too much noise he should be out for a few hours, \" Briza whispers back. \" Keep a look out for any other threats while we search .\" \n\nLooking northwest (incl. Jabral) she senses magic in the area.\n\n R2T12: Garnius , what do you do?\n\nJabral on deck, Hermia in the hole ...\n\n \n Spoiler: Battle Tracker \n\nCimri: 31.\nDrusina: 24. Detect magic to SW, 1 round complete.\nBriza: 18. Detect magic to NW, 1 round complete.\nArchie: 17. (-9:10, 10 NL). DYING!!!\nGarnius: 12.\nJabral Louslik: 9. (36:36). SUGGESTION to curl up and sleep this off!\nHermia: 8.\nNyctessa: 6.\nTorquena: 4. Grab Jabral if he does anything other than (try to) sleep.\n\n DEAD/OOC \nx.\n " }, { "from": "human", "value": "lostsole31: R2T12: Garnius looks over the room, searching for places loot could be stored or hidden. He focuses on the floor, looking for loose boards.\n\n R2T9: Jabral continues to try to sleep despite all the commotion around him.\n\n R2T8: Hermia steps outside to keep lookout.\n\n R2T6: Nyctessa, already outside, joins her.\n\n R2T4: Torquena , your readied action didn't happen. What do you do?\n\nCimri on deck, Drusina in the hole ...\n\n \n Spoiler: Battle Tracker \n\nCimri: 31.\nDrusina: 24. Detect magic to SW, 1 round complete.\nBriza: 18. Detect magic to NW, 1 round complete.\nArchie: 17. (-9:10, 10 NL). DYING!!!\nGarnius: 12.\nJabral Louslik: 9. (36:36). SUGGESTION to curl up and sleep this off!\nHermia: 8.\nNyctessa: 6.\nTorquena: 4. Grab Jabral if he does anything other than (try to) sleep.\n\n DEAD/OOC \nx.\n " }, { "from": "human", "value": "lostsole31: R2T4: \"I'll keep watch,\" Torquena whispers as she continues to keep an eye on the man from where she stands, for should he wake up or stop sleeping.\n\n End Round 2, Begin Round 3 ...\n\nR3T31: Cimri cuts the throat of the little dog, but Jabral doesn't seem to care.\n\n End Combat! \n\nThe party can slowly guide Jabral to the side as they look through the desk and the room. There are two leather tapestries on the walls that look expensive that the party loots, and the antique set of tools are likely nice, though they do bear the initials \"J.T.\"\n\nThere is a small lockbox under Louslik's desk containing the tannery's recent profits. So as not to disturb the sleeping tanner, Cimri uses her tools to pop the lock. The contents are divided into numerous small leather purses (each branded prominently with the initials “L. T.”), containing silver pieces in 10, 20, and 50 sp increments. The funds are worth a total of 800 gp. The box weighs 20 pounds, but could be easily be transported.\n\nCimri opposes any suggestions of quietly pocketing even a small amount of the tannery’s funds, though she confesses that her employer doesn’t know exactly how much the tanner had on hand. The rest of the valuables in the tannery are fair game, however. Also, there is a magic aura coming from Louslik's belt - a vial of something - but she doesn't want anyone to mess with that for worries of waking up what was otherwise an easy mark.\n\nIs the party fine with that, or do you try to appeal to Cimri's greed to take money from the lockbox instead of being satisfied with the tapestries and antique tools?\n\n \n Spoiler: Battle Tracker \n\nCimri: 31. Sap, kukri.\nDrusina: 24. Detect magic to SW, 1 round complete.\nBriza: 18. Detect magic to NW, 1 round complete.\nGarnius: 12.\nJabral Louslik: 9. (36:36). SUGGESTION to curl up and sleep this off!\nHermia: 8.\nNyctessa: 6.\nTorquena: 4. Grab Jabral if he does anything other than (try to) sleep (aether wires).\n\n DEAD/OOC \nx.\n " } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "Torv: Introductions \n\nOkynnet’s cycle was at its end with winter. Old trees and their homes turned to cinders in the creeping inferno. Far away Spring was announcing itself with saplings rising from the ashes, to provide shelter anew.\nVidekvist, may she live forever, had kept her rule long enough to see the last remnants of her predecessor go up in flames. Few did and yet she was not done, a new era was coming, the Lantern Holders had been chosen. A chance for the masses to return to their true homes, or reign supreme in Limbo, a chance for Her to play.\n\nBouncing up a rickety staircase around the tallest tree still seemingly trustworthy, Videkvist disappeared in the smoke until only the bright white light of her Lantern was shining through. When it stopped moving a giddy voice permeated the realm:\n\n “Welcome Rulers, Champions, and Thrill-Seekers!\nI have wandered the Halls and met the Wolf, Stumbled through the Gutters and met the Samrat, tasted the flames of rebirth, and yet I have more to discover. In this realm of madness there is always something new. I have no interest in returning to life, nor ruling when I could explore.\n\nWe are the Elfs of Okynnet and our trade is knowledge, our home the stones left unturned. We withdraw from the self proclaimed King’s game and offer our services to all participants. Faithful, Traitor, Bystander, anyone with Mirth is welcome to make an offer.\n\nEach of you should have brought something precious, if not oh well you’re out. What game are we playing? Easy, whoever holds the most mementos when this tree falls will get our Lantern.\n\nFight, team up, lie, steal, bargain, we do not care how you get them if you get them, Good Luck!\n\nOh, and if I win I might just keep it.” \n\nAs the voice fades a shower of sparks cast their dim light over rickety bridges between giant trees and hollow dwellings, beneath a sky of smoke.\n\n\n\n \n Spoiler: Contest Rules \n\nCharacters do not need to attend the event with an action to participate, The Elfs will send them the Lantern regardless.\n\nOne character (or duo, trio, etc that acts as one) per player.\n\nEveryone starts with one memento\n\nRolls are ruler stat + 2d6, or half ruler stat rounded up for non-rulers.\n\nParticipants may have a contest in an agreed upon stat over mementos, or use force if no agreement is reached. The Victor gains all or a previously agreed upon amount of mementos from the Loser.\n\nTo find unwilling opponents, make a conviction roll with a +3 modifier, opposed by a Discretion roll with no modifier, as the realm bends to accommodate the contest.\n\nThe same opponent cannot be challenged multiple times in a row unless they agree to it or you have gained/lost new mementos since your last contest.\n \n\n\nMemento counter - TBD" }, { "from": "human", "value": "Aedilred: Nendir listened to the speech with his small entourage, his black eyes boring into the speaker. Although he himself seemed to suck all the light from his surroundings, his escort, out of their own silver haven, showed brightly coloured skin, in one case blue, in some others a pastel pink, one a bright red. Between them they carried a painting, fifteen feet tall, in which a huge squirming dragon was both surrounded and given form by a host of tiny creatures who on closer inspection were involved in a number of battle scenes. Terrible bloodsoaked demons with barbed probosces did battle with tusked clone armies wielding huge hammers; iridescent angels with metal wings are torn from the sky by raptorial lizards; lion-headed apes with shining auras tore into reptilian giants with crocodilian faces. The impression is of chaos, but taken as a whole, there is a strange balance to the work, and the details seem to change. It feels like one could look at this painting for years and never see it all.\n\n\" Very well, \" Nendir said, as the game was announced. \" I shall play. \"" }, { "from": "human", "value": "Torv: Stumbling down a very very tall tree and choking on her own breath Videkvist is regretting certain choices after having the realm carry her voice whilst delivering a speech at the edge of a wildfire. Finally she reaches the ground and fresher air when she feels a shift in the forest, the first competitor has arrived. Accelerating to a sprint, as her lungs stop burning, the wind itself feels like it is carrying her forward towards the next challenge. All she has to do is run and she will find a playmate, she is certain of it.\n\nRemembering the clutches of a moist, dripping hand reaching out between razor sharp teeth she comes to a sudden stop. Just what kind of monster could her new playmate be? No longer approaching at a sprint but a cautious meander she waits at the edge of the realms pull, where it feels like one more step would set her up for a collision with whatever titan or mouse awaits and calls out.\n\n “I will play a game of tag with you, or if you are too slow to catch me one of will.”\n " }, { "from": "human", "value": "Aedilred: Originally Posted by Torv \n “I will play a game of tag with you, or if you are too slow to catch me one of will.”\n \n \n\n\" A contest of will it shall be, then. I am not so foolish as to attempt to chase someone on their home turf .\"\n\n (2d6+4)[ 6 ] \n😩" }, { "from": "human", "value": "Torv: “Ha, you refuse a chase but dare to clash wills with a ruler in their own realm? This is not your reality, it is mine.”\n \nCaught by surprise at the audacity of the attack Nendir’s monochromatic sphere gives way to the blazing forest around it and a circle of vibrant flowers bloom at his feet. At least he himself seems unaffected by the shift in color, small mercies indeed.\n\n “Now do you want to play tag or should I saunter off with your cutsie dragon?” " }, { "from": "human", "value": "Aedilred: \" Very well, I shall play your child's game \".\n\n (2d6+4)[ 11 ] " }, { "from": "human", "value": "Torv: \"Awwwww, don’t be all grumpsy. You can have the Lantern then. You at least tried to play even though your mindset is dreadfully boring. I’ll send it along later, I have some more shouting to do at Mr. Wax first. Oh, and I’m keeping the painting - it really is cute, tata!\"\n \nWith those words Videkvist disappears in the smoke, on her way to make some more poor decisions." } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "JNAProductions: OOC Thread \n\n \n\nThe four of you are currently some three hours south of the castle. Looking back, you can see the destruction already happening, the towers on the corners of your once-home falling. The road leads you ahead, well-maintained and easy to move across... But also easy to be followed.\n\nThere are a few routes you can take. The road, which should be the fastest travel, but also the most obvious one. You can cut across the terrain the road avoids, saving distance, but adding time. Or you can give the proper paths a wide berth, making it harder to track you, but taking the most time.\nNone of the routes contain any threats that would concern you-or at least, none you know of." }, { "from": "human", "value": "Lioslaith: Aroyeras sits astride his dire wolf mount as he checks up on a small rise to watch the towers fall and take note of any pursuit that may be following them. \"We should stay away from the main roads, we are too easily recognized to be traveling along them. Plus whomever sees us would be put in jeopardy for simply having seen us.\" " }, { "from": "human", "value": "Illven: I also imagine we'd want to not fly.... Olivia muses outloud, suddenly the classes in escaping seeming much more practical.\n\n Perhaps a transformation to burrowing animals? " }, { "from": "human", "value": "Lioslaith: ”I think for now we just try and travel in our own forms, let us see how fast and how diligent the pursuit is.” " }, { "from": "human", "value": "tonberrian: \"I'm faster than any beast in creation, transforming would just slow me down. I say we try the wilderness - I can scout a head a bit and see if there's anything worth knowing about.\" " }, { "from": "human", "value": "AvatarVecna: \"This close to the capitol, concealing our escape route is more important than speed. Once we're far enough that picking up the trail will require much more effort, we can afford to go faster. In the meantime...if we're waylaid, Thorn and I can whisk you away from most troubles without any danger.\" " }, { "from": "human", "value": "Lioslaith: Originally Posted by tonberrian \n \"I'm faster than any beast in creation, transforming would just slow me down. I say we try the wilderness - I can scout a head a bit and see if there's anything worth knowing about.\" \n \n\n \"Scouting ahead is good, lagging behind is good as well. I assume pursuit will come from there but it doesn't have to. Someone should also stay near the princess. I agree with Dame, let us stay hidden until we put some distance between us and Argos's forces. " }, { "from": "human", "value": "Illven: Alright, let's go through the wilderness then. Olivia agrees." }, { "from": "human", "value": "Lioslaith: Originally Posted by Illven \n Alright, let's go through the wilderness then. Olivia agrees. \n \n\n \"As you will, your highness.\" " }, { "from": "human", "value": "JNAProductions: You start the trek through the wilds, moving slowly and as stealthily as you can. Which ends up not being particularly stealthy, alas.\n\nIt's maybe an hour into your journey when you realize you're being followed. Their stealthy movements are a lot better than yours, but your eagle eyes and keen ears are able to locate them before they can launch a surprise assault.\nThey're some 50' back when you notice them, through the undergrowth and trees. There are four of them, lightly armored and without visible weapons." }, { "from": "human", "value": "Lioslaith: ”We are being followed.” " }, { "from": "human", "value": "AvatarVecna: \"Can't let them report our location,\" Rose mutters quietly. \"Hopefully we can take them out quickly and quietly. " }, { "from": "human", "value": "Lioslaith: Aroyeras nods to Dame, \"I will stay with the princess unless you need me?\" " }, { "from": "human", "value": "AvatarVecna: Originally Posted by Lioslaith \n Aroyeras nods to Dame, \"I will stay with the princess unless you need me?\" \n \n\nRose nods. \"If things look bad, I'd appreciate backup. Of course, if things look really bad, I'd appreciate you hightailing it with her majesty instead.\" " }, { "from": "human", "value": "AvatarVecna: Thorn charges in, and Rose's lance flashes!\n\n \n Spoiler: OoC \nHunter's Mark on whichever one is the closest. Thorn flies 40 ft, Rose has reach.\n\nA1: (1d20+11)[ 30 ] \nD1: [roll]1d12+1d8+1d6+8[/roll] (+[roll]1d12+1d8+1d6[/roll] on crit)\n\nA2: (1d20+11)[ 16 ] \nD2: [roll]1d12+1d8+1d6+8[/roll] (+[roll]1d12+1d8+1d6[/roll] on crit)\n " }, { "from": "human", "value": "JNAProductions: Spoiler: OOC \n Initiative Order \n20-Dame\n20-A1 [-21]\n18-Mine\n18-Olivia\n12-A2\n12-A3\n10-Aro\n6-A4\n \n\n\nThe nearest of the assailants takes a hit, but barely slows down. Tinted icicles appear in their hands, and they stab them against Dame.\n\n \n Spoiler: Attacks! \n (1d20+9)[ 12 ] \n (1d4+5)[ 7 ] Piercing damage and (2d6)[ 3 ] Cold damage\n\n (1d20+9)[ 29 ] \n (1d4+5)[ 8 ] Piercing damage and (2d6)[ 8 ] Cold damage\n\n (1d20+9)[ 23 ] \n (1d4+5)[ 8 ] Piercing damage and (2d6)[ 5 ] Cold damage\n\n (1d20+9)[ 12 ] \n (1d4+5)[ 8 ] Piercing damage and (2d6)[ 9 ] Cold damage\n\nThere's also a Constitution save on each hit... But it's DC 16. You cannot fail.\n\nMine and Olivia next!\n " }, { "from": "human", "value": "AvatarVecna: Spoiler: OoC \nAlso, forgot to do Thorn's stuff even tho I left the bonus action open. If it's forgiveable I'll go ahead and roll that now. Move already happened, and he's gonna do a breath weapon on em. 30 ft cone, should be able to breathe on all of them at some point during the approach.\n\nDC 18 Dex save vs (10d6)[ 30 ] cold damage.\n " }, { "from": "human", "value": "Illven: Olivia will cast Conjure celestial as a 6th level spell\n\nThe angel shoots three glowing arrows at the enemies\n\n \n Spoiler \n\nAttack 1 (1d20+12)[ 18 ] \nDamage (2d6+8)[ 19 ] \n\nAttack 2 (1d20+12)[ 17 ] \nDamage (2d6+8)[ 14 ] \n\nAttack 3 (1d20+12)[ 28 ] \nDamage (2d6+8)[ 16 ] \n\n\nCelestial has 50 hp plus 30 temp.\n " }, { "from": "human", "value": "tonberrian: Mine charges the group, getting in the middle, and begins walloping.\n\n \n Spoiler: OOC \nBonus action to RAGE. Going to attack the nearest uninjured opponent. First hit provides Disadvantage to attack anyone else but me, and if they persist in doing so the target has resistance to the damage.\n\n (1d20+16)[ 18 ] (1d8+14)[ 20 ] \n (1d20+16)[ 27 ] (1d8+14)[ 20 ] \n (1d20+16)[ 20 ] (1d8+14)[ 19 ] \n " }, { "from": "human", "value": "JNAProductions: Spoiler: OOC \n20-Dame\n20-A1 [-56]\n18-Mine\n18-Olivia\n12-A2 [-59]\n12-A3\n10-Aro\n6-A4\n \n\n\nAll three wallops land true, sending cold blue blood flying from the injuries. The assassin doesn't react to the pain, though, instead trying to take down the raging menace in their midst.\n\nThe next darts forward recklessly and looses a small barrage of icicles against the princess.\n\n \n Spoiler: OOC \nAttacks on Mine:\n\n (1d20+9)[ 29 ] \n (1d4+5)[ 8 ] piercing and (2d6)[ 9 ] cold\nCannot fail the save because you've got Paladin friend nearby.\n\n (1d20+9)[ 17 ] \n (1d4+5)[ 7 ] piercing and (2d6)[ 6 ] cold\nCannot fail the save because you've got Paladin friend nearby.\n\n (1d20+9)[ 16 ] \n (1d4+5)[ 7 ] piercing and (2d6)[ 9 ] cold\nCannot fail the save because you've got Paladin friend nearby.\n\nAttacks on Olivia:\n\n (1d20+9)[ 25 ] \n (1d4+5)[ 7 ] piercing and (2d6)[ 10 ] cold\n (1d20+10)[ 20 ] against DC 16, Constitution save\n\n (1d20+9)[ 17 ] \n (1d4+5)[ 7 ] piercing and (2d6)[ 11 ] cold\n (1d20+10)[ 22 ] against DC 16, Constitution save\n\n (1d20+9)[ 23 ] \n (1d4+5)[ 7 ] piercing and (2d6)[ 6 ] cold\n (1d20+10)[ 15 ] against DC 16, Constitution save\n\nIf any saves are failed against the poison, -2 to AC and Dex saves, half speed, can't use reactions, and on your turn, can only take one action or bonus action. Regardless of actions, no more than one attack per turn. Finally, if you cast an action spell, roll a d20, and on an 11+ it doesn't start until you take another action on your next turn.\n " }, { "from": "human", "value": "Lioslaith: Aro whirls his mount to try and intercede himself between the attackers and the princess.\n\n \n Spoiler: Attacks and Damage \n\nEnacting his Oath of Devotion Sacred Weapon\n (1d20+19)[ 25 ] \n (1d8+9)[ 16 ] \nImp Div Smite (1d8)[ 8 ] \nSmite 4th level (5d8)[ 18 ] \n\nDifferent Attacker IF he can reach him and IF that takes the first down\n (1d20+19)[ 26 ] \n (1d8+9)[ 13 ] \nImp Div Smite (1d8)[ 4 ] \nSmite 4th level (5d8)[ 14 ] \n " }, { "from": "human", "value": "JNAProductions: Spoiler: OOC \n 20-Dame \n20-A1 [-56]\n18-Mine\n18-Olivia\n12-A2 [-59]\n12-A3 [-73]\n10-Aro\n6-A4\n \n\n\nThe remaining assassin darts around the outskirts, moving just close enough to throw their own set of icicles at the princess.\n\n \n Spoiler: OOC \n (1d20+9)[ 10 ] \n (1d4+5)[ 6 ] Piercing damage and (2d6)[ 6 ] Cold damage\n (1d20+10)[ 16 ] Save against DC 16 poison\n\n (1d20+9)[ 23 ] \n (1d4+5)[ 6 ] Piercing damage and (2d6)[ 2 ] Cold damage\n (1d20+10)[ 29 ] Save against DC 16 poison\n\n (1d20+9)[ 10 ] \n (1d4+5)[ 7 ] Piercing damage and (2d6)[ 6 ] Cold damage\n (1d20+10)[ 24 ] Save against DC 16 poison\n\n (1d20+9)[ 26 ] \n (1d4+5)[ 7 ] Piercing damage and (2d6)[ 7 ] Cold damage\n (1d20+10)[ 16 ] Save against DC 16 poison\n " }, { "from": "human", "value": "AvatarVecna: Dame Rose sends another couple stabs at her current focus.\n\n \n Spoiler \n\n\nA1: (1d20+11)[ 28 ] \nD1: (1d12+8)[ 11 ] + (1d8)[ 4 ] + (1d6)[ 2 ] (+ (1d12)[ 7 ] + (1d8)[ 6 ] + (1d6)[ 6 ] if crit)\n\nA2: (1d20+11)[ 22 ] \nD2: (1d12+8)[ 11 ] + (1d8)[ 6 ] + (1d6)[ 5 ] (+ (1d12)[ 11 ] + (1d8)[ 4 ] + (1d6)[ 2 ] if crit)\n\nIf first attack kills this guy, BA switch hunter's mark to a new person and attack them instead.\n " }, { "from": "human", "value": "JNAProductions: Spoiler: OOC \n20-Dame\n20-A1 [-95]\n 18-Mine\n18-Olivia \n12-A2 [-59]\n12-A3 [-73]\n10-Aro\n6-A4\n \n\n\nDame's target is bleeding even through the ice creeping over their injuries. They're on the verge of death, but such petty concerns don't seem to bother them.\n\nThey strike back.\n\n \n Spoiler: OOC \n (1d20+9)[ 14 ] \n (1d4+5)[ 9 ] Piercing and (2d6)[ 7 ] Cold damage\nSave is passed\n\n (1d20+9)[ 18 ] \n (1d4+5)[ 8 ] Piercing and (2d6)[ 4 ] Cold damage\nSave is passed\n\n (1d20+9)[ 29 ] \n (1d4+5)[ 8 ] Piercing and (2d6)[ 6 ] Cold damage\nSave is passed\n\n (1d20+9)[ 17 ] \n (1d4+5)[ 9 ] Piercing and (2d6)[ 6 ] Cold damage\nSave is passed\n " }, { "from": "human", "value": "Illven: Olivia's celestial will shoot three more glowing arrows at the enemy\n\n \n Spoiler \n\nAttack 1 (1d20+12)[ 31 ] \nDamage 1 (2d6+8)[ 13 ] \n\nAttack 2 (1d20+12)[ 25 ] \nDamage 1 (2d6+8)[ 14 ] \n\nAttack 3 (1d20+12)[ 27 ] \nDamage 1 (2d6+8)[ 12 ] \n \n\n\nOlivia will sacred flame another.\n\n \n Spoiler \n\nDex save DC 20 or (3d8)[ 8 ] \n " }, { "from": "human", "value": "JNAProductions: Spoiler: OOC \n20-Dame\n20-A1 [Dead]\n 18-Mine \n18-Olivia\n12-A2 [-71] plus 8 if failing DC 20 on (1d20+5)[ 22 ] , for a total of 71 or 79\n12-A3 [-73]\n10-Aro\n6-A4\n \n\n\nThe arrows strike home, the second one taking down the most injured of your enemies." }, { "from": "human", "value": "tonberrian: Mine continues pummelling!\n\n \n Spoiler \nAttack 1: [roll]1d20+16] (1d8+14)[ 19 ] \nAttack 2: (1d20+16)[ 17 ] (1d8+14)[ 22 ] \nAttack 3: (1d20+16)[ 22 ] (1d8+14)[ 22 ] \nBonus Action: Spend 1 ki for FLURRY OF BLOWS\nFlurry 1: (1d20+16)[ 24 ] (1d8+14)[ 19 ] \nFlurry 2: (1d20+16)[ 30 ] (1d8+14)[ 19 ] \n\nIf these things live after all that I might get a hat so i can eat it.\n " }, { "from": "human", "value": "Illven: Olivia's angel continues it's onslaught.\n\n \n Spoiler \n\nAttack 1 (1d20+12)[ 18 ] \nDamage (2d6+8)[ 17 ] \n\nAttack 2 (1d20+12)[ 27 ] \nDamage (2d6+8)[ 12 ] \n\nAttack 3 (1d20+12)[ 32 ] \nDamage (2d6+8)[ 14 ] \n \n\n\n\nOlivia sacred flames\n \n Spoiler \n\nDex save DC 20 or (3d8)[ 19 ] radiant damage\n " }, { "from": "human", "value": "JNAProductions: Spoiler: OOC \n20-Dame\n20-A1 [Dead]\n18-Mine\n18-Olivia\n12-A2 [Dead]\n12-A3 [Dead]\n 10-Aro \n6-A4 [-39]\n \n\n\nThere's only one left by now, Mine's blows and Olivia's magic sending two of them to their graves." }, { "from": "human", "value": "Lioslaith: Aro turns slowly to the last one and attacks. Each blow a pause just to see if it kills the attacker.\n\n \n Spoiler: Attacks \n\n (1d20+14)[ 28 ] \n (1d8+16)[ 17 ] \n (4d8)[ 21 ] Smite\n\n (1d20+14)[ 33 ] \n (1d8+16)[ 19 ] \n (4d8)[ 18 ] Smite\n \n\n\nSo 75 damage if both hit." }, { "from": "human", "value": "JNAProductions: With Aro's last strike, the assassin falls to the ground, dead.\n\nYou are safe... For the moment." }, { "from": "human", "value": "Lioslaith: Without hesitating and in almost the same motion Aro slices the assassin clean, the radiant damage flaring with the smite, and steps forward to lay a hand on the princesses shoulder, pumping his lay on hands pool into her.\n\n \n Spoiler: Lay on Hands \nAll 75 hp if she needs it.\n " } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "Ranlsanyiens: At Skin Care Tips Deep, I discovered that lotions for use in Avon's and L'orealis anti-aging skin care process are ranked as highly risky. I discovered that L'oreal uses animals for assessment. Raviderm Skincare I understand the need for testing, but a cosmetic ought to be protected enough to check on human skin.\n\nYou will give your skincare strategy a much needed boost by pursuing some of those expert guidelines that are proposed. But, pursuing them to get a morning or two will not provide outcomes. You must exercise it to get a month to find out obvious benefits. Invest some time relaxing for outcomes.\n\nread more ===>>> http://svelmeblog.com/raviderm-skincare/ " }, { "from": "human", "value": "hydroface4565: Nice thread..........\nIf ypu are frustated with your skin problem then use Hydroface, it is the best skin care cream and for all skin types.\n http://hydrofacecreme.com " }, { "from": "human", "value": "Caceneviver: It is easy to care for your skin after you know what can have an effect on it. Time and again it has been proven that our skin needs to be healthy inside and externally. You are sure to notice real improvements if you have an effective plan to improve your skin's health.\n\nYou may not immediately notice but there are benefits in using a face moisturizer each day, like the best moisturizer for oily skin you can find, if such is your skin type that is. You may start with a natural face moisturizer if you are not sure if your skin has special needs or none. Moisturizers play a great role in helping you look younger.\n\nBaking soda and other household items can also help you with your skin care needs. Make a paste by mixing baking soda with water and apply to pimples overnight, or use it as natural face moisturizer. You can also make a styling gel this way, for usage on your scalp.\n\nSee to it that you learn how to make lip balm or hydrating treatment yourself, to effectively soothe chapped lips. The list of the best lip balms today always includes a natural lip balm product. Combine sour cream, honey and cucumber, and apply the mixture to the lips for a quarter of an hour. After this, wash your lips and rub them with almond oil.\n\nPutting on sunscreen is likewise a simple way of taking good care of your skin - which can really go a long way away. The sun is probably the most damaging threat to healthy skin.\n\nUsing sunscreen beneath foundation is quite a good way to combat the slow but sure damage that the sun brings upon. Another way to accomplish this is to purchase a good powder foundation that already has SPF - sun protective ingredient - in it.\n\nStart out by trying the tips presented here to begin your journey to healthy, beautiful skin!" }, { "from": "human", "value": "GlowLikeGlass: At GlowLikeGlass , we are skincare experts dedicated to helping you achieve your healthiest, most radiant skin. Our platform is the ultimate destination for all things beauty—from expert skincare tips and natural skincare recipes to flawless makeup tutorials. Whatever you're looking for, we've got everything you need to glow like glass. Dive in and explore the world of beauty with us, and let us guide you in discovering your true inner radiance. Because when it comes to your skin, we believe in helping you shine at your very best." } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "Eldariel: Roll thread \n\nParty:\n \n Spoiler: Andrea Andersson - Human Diviner 14 \n Race: Variant Human\n Class: Wizard\n Subclass: Diviner\n Background: Sage\n\n HP: 6 + 13*4 + 3*14 = 100\n\n Feats/ASIs: \nBonus. Alert\n4. Lucky\n8. Resilient: Constitution\n12. +2 Intelligence\n\n Stats: \n8 Str\n16 Dex\n16 Con\n18 Int\n8 Wis\n8 Cha\n\n Skills: \nStealth\nArcana\nInvestigation\nHistory\nNature\n\n Tools: \n Languages: \nCommon\nElven\nDraconic\nPrimordial\n\n Equipment: \nQuarterstaff\nTraveler's Clothes\nSpellbook\nScholar's Pack\nBall Bearings\nOil\nLongbow\nLight Crossbow\nWand\nDagger\nRope\nBackpack\n10xRatios\nSpell component pouch\nExpensive spell components\n200 arrows\n200 bolts\n\n\n Spells known: \nC: Minor Illusion, Prestidigitation, Mage Hand, Firebolt, Chill Touch\n1. Mage Armor, Shield, Fog Cloud, Sleep, Feather Fall, Comprehend Languages, Grease, Find Familiar, Detect Magic, Unseen Servant, Identify\n2. Web, Misty Step, Invisibility, Magic Mouth, Blindness/Deafness, Darkness, See Invisibility, Darkvision, Cloud of Daggers, Gentle Repose\n3. Hypnotic Pattern, Haste, Fly, Counterspell, Dispel Magic, Phantom Steed, Tiny Hut, Water Breathing, Magic Circle, Glyph of Warding, Animate Dead\n4. Polymorph, Banishment, Dimension Door, Greater Invisibility, Fire Shield, Resilient Sphere, Arcane Eye, Stone Shape, Mordenkainen's Faithful Hound\n5. Wall of Force, Animate Objects, Wall of Stone, Conjure Elemental, Contact Other Plane, Planar Binding, Bigby's Hand, Scrying, Passwall, Rary's Telepathic Bond\n6. Contingency, Programmed Illusion, Disintegrate, Create Homunculus\n7. Simulacrum, Teleport, Forcecage, Mordenkainen's Magnificent Mansion\n\n Spells prepared (18): \n1. Mage Armor, Shield, Fog Cloud\n2. Misty Step, Darkvision, Cloud of Daggers\n3. Hypnotic Pattern, Haste, Fly, Counterspell, Major Image\n4. Dimension Door, Fire Shield\n5. Wall of Force, Wall of Stone\n6. Disintegrate\n7. Teleport, Forcecage\n \n \n Spoiler: Status \nAC: 16\nHP: 100 + 20 Aid + 7 Heroes' Feast - 6 Homunculus = 121 HP\nTemporary HP: 16\n\nSpeed: 40' (Mount 100')\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\nResistance to Fire.\nSee Invisible up to 10'\n \n Spoiler: Effects active: \nInspiring Leader\nThird Eye: See invisibility\n\nMage Armor\nLongstrider\nDarkvision\nAid (level 5)\nPhantom Steed\nFreedom of Movement\nFire Shield\nRary's Telepathic Bond\nHeroes' Feast\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\nContingency (on self and on Simulacrum: Dimension Door 200' on blinking eyes alternatingly 3 times)\n \n \n Spoiler: Spell slots \nSlots used:\n1. xxxx [Mage Armor on self, Simulacrum, Bard, Bard simulacrum]\n2. xxx [Darkvision x3]\n3. x [Mage Armor on Druid]\n4. x [Fire Shield]\n5.\n6.\n7.\n \n\n \n \n Spoiler: Owl familiar status \nAC: 11\nHP: 1 + 12 Heroes' Feast = 13 HP\n\nSpeed: 60'\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\n \n Spoiler: Effects active: \nRary's Telepathic Bond\nHeroes' Feast\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\n \n\n \n \n Spoiler: Homunculus status \n\nAC: 13\nHP: 5 + 7 Heroes' Feast = 12 HP\n\nSpeed: 40' Fly\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\n \n\n \n Spoiler: Simulacrum status \nAC: 16\nHP: 50 + 20 Aid + 18 Heroes' Feast = 88 HP\nTemporary HP: 16\n\nSpeed: 40' (Mount 100')\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\nResistance to Cold.\nSee Ethereal up to 60'\n\n \n Spoiler: Effects active: \nInspiring Leader\n\nMage Armor\nLongstrider\nDarkvision\nAid (level 5)\nPhantom Steed\nDeath Ward\nFreedom of Movement\nFire Shield\nRary's Telepathic Bond\nHeroes' Feast\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\nContingency (on self and on Simulacrum: Dimension Door 200' on blinking eyes alternatingly 3 times)\n \n \n Spoiler: Spell slots \nSlots used:\n1.\n2.\n3.\n4. xx [Fire Shield: Cold & Dimension Door for Contingency]\n5.\n6. x [Contingency cast earlier, slot not recovered]\n7.\n \n\n \n \n Spoiler: Simulacrum's Owl familiar status \nAC: 11\nHP: 1 + 12 Heroes' Feast = 13 HP\n\nSpeed: 60'\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\n \n Spoiler: Effects active: \nRary's Telepathic Bond\nHeroes' Feast\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\n \n\n \n \n Spoiler: Homunculus status \n\nAC: 13\nHP: 5 + 7 Heroes' Feast = 12 HP\n\nSpeed: 40' Fly\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\n \n\n \n Spoiler: Artemis Aversano - Human Archer 14 \n Race: Variant Human\n Class: Bard\n Subclass: College of Valor\n Background: Spy\n\n HP: 8 + 13*5 + 3*14 = 115\n\n Feats/ASIs: \nBonus. Lucky\n4. Sharpshooter\n8. Resilient: Constitution\n12. +2 Dexterity\n\n Stats: \n8 Str\n18 Dex\n16 Con\n8 Int\n8 Wis\n16 Cha\n\n Skills: \nStealth (Expertise)\nAcrobatics\nPerception (Expertise)\nPersuasion (Expertise)\nDeception (Expertise)\nIntimidation\n\n Languages: \nCommon\nDwarven\n\n Tools: \nFlute\nViol\nLyre\nThieves' Tools\nDragonchess Set\n\n Equipment: \nFlute\nViol\nLyre\nThieves' Tools\nDragonchess Set\nStudded Leather Armor\nLongbow\nHeavy Crossbow\nRapier\nDagger\nWooden Shield\nCrowbar\nCommon Clothes\nTraveler's Clothes\nBelt Pouch\nDiplomat's Pack\nSpell Component Pouch\nExpensive Spell Components\n400 arrows\n200 bolts\n\n\n Spells: \nCantrips: Minor Illusion, Vicious Mockery, Mage Hand, Mending\n1. Healing Word, Command, Feather Fall\n2. Enhance Ability\n3. Plant Growth, Major Image, Dispel Magic, Counterspell [Magical Secrets], Elemental Weapon [Magical Secrets]\n4. Dimension Door, Freedom of Movement, Polymorph\n5. Greater Restoration, Mass Cure Wounds, Raise Dead\n6. Contingency [Magical Secrets], True Seeing\n7. Simulacrum [Magical Secrets], Teleport\n \n \n Spoiler: Status \nAC: 17\nHP: 115 + 20 Aid + 8 Heroes' Feast = 143 HP\nTemporary HP: 16\n\nSpeed: 40' (Mount 100')\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\n \n Spoiler: Effects active: \nInspiring Leader\n\nMage Armor\nLongstrider\nDarkvision\nAid (level 5)\nPhantom Steed\nDeath Ward\nFreedom of Movement\nRary's Telepathic Bond\nHeroes' Feast\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\nContingency (on self and on Simulacrum: Dimension Door 200' on blinking eyes alternatingly 3 times)\nElemental Weapon VII\n \n \n Spoiler: Spell slots \nSlots used:\n1.\n2.\n3.\n4. x [Freedom of Movement]\n5.\n6.\n7. x [Elemental Weapon VII]\n \n\n \n \n Spoiler: Simulacrum status \nAC: 18\nHP: 57 + 20 Aid + 11 Heroes' Feast = 89 HP\nTemporary HP: 16\n\nSpeed: 40' (Mount 100')\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\nResistance to all damage [half damage dealt to Cleric]\n+1 to saving throws\n \n Spoiler: Effects active: \nInspiring Leader\n\nMage Armor\nLongstrider\nDarkvision\nAid (level 5)\nPhantom Steed\nDeath Ward\nFreedom of Movement\nRary's Telepathic Bond\nHeroes' Feast\nWarding Bond\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\nContingency (on self and on Simulacrum: Dimension Door 200' on blinking eyes alternatingly 3 times)\n \n \n Spoiler: Spell slots \nSlots used:\n1.\n2.\n3.\n4. x [Dimension Door for Contingency]\n5.\n6. x [Contingency cast earlier, slot not recovered]\n7.\n \n\n \n\n \n Spoiler: Alissa Alarthal - Human Healer 14 \n Race: Variant Human\n Class: Cleric\n Subclass: Life Domain\n Background: Acolyte\n\n HP: 8 + 13*5 + 3*14 = 115\n\n Feats/ASIs: \nBonus. War Caster\n4. Resilient: Constitution\n8. +2 Wisdom\n12. +2 Wisdom\n\n Stats: \n8 Str\n14 Dex\n16 Con\n10 Int\n20 Wis\n10 Cha\n\n Skills: \nStealth\nInsight\nPerception\nReligion\nMedicine\n\n Tools: \n Languages: \nCommon\nCelestial\nInfernal\nAbyssal\n\n Equipment: \nHalf-Plate\nWooden Shield\nHoly Symbol\nPrayer Beads\nVestments\nCommon Clothes\nBelt Pouch\nBackpack\nMace\nLight Crossbow\nBolts\nPriest's Pack\nExpensive spell components\n200 bolts\n\n Spells (19): \nCantrips. Guidance, Thaumaturgy, Sacred Flame, Light, Resistance, Mending\n1. Healing Word, Sanctuary, Inflict Wounds, Bless [Domain], Cure Wounds [Domain]\n2. Silence, Aid, Warding Bond, Lesser Restoration [Domain], Spiritual Weapon [Domain]\n3. Spirit Guardians, Dispel Magic, Mass Healing Word, Meld Into Stone, Beacon of Hope [Domain], Revivify [Domain]\n4. Stone Shape, Death Ward [Domain], Guardian of Faith [Domain]\n5. Commune, Mass Cure Wounds [Domain], Raise Dead [Domain]\n6. Heroes' Feast, Heal, Word of Recall\n7. Plane Shift, Conjure Celestial, Etherealness\n \n \n Spoiler: Status \nAC: 19\nHP: 115 + 20 Aid + 15 Heroes' Feast = 150 HP\nTemporary HP: 16\n\nSpeed: 30' (Mount 100')\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\n \n Spoiler: Effects active: \nInspiring Leader\n\nDarkvision\nAid (level 5)\nPhantom Steed\nFreedom of Movement\nRary's Telepathic Bond\nHeroes' Feast\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\n \n \n Spoiler: Spell slots \nSlots used:\n1.\n2. x\n3.\n4. xxx [Death Ward x3 (Wizard Simulacrum, Bard, Bard Simulacrum)]\n5. xx [Aid x2] (all 6)\n6. x [Heroes' Feast] (everyone participated)\n7.\n \n\n \n \n Spoiler: Couatl status \nAC: 19\nHP: 97 + 9 Heroes' Feast = 106 HP\nKnight-form.\n\nSpeed: 30' Movement\nImmune to poison, fear & disease.\nImmune to psychic & mundane weapon attacks.\nResistance to Radiant:\nRoll Wisdom saves at advantage.\n \n Spoiler: Effects active: \nHeroes' Feast\nPhantom Steed\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\n \n\n \n\n \n Spoiler: Aislinn Aileanach - Human Grasskeeper 14 \n Race: Variant Human\n Class: Druid\n Subclass: Circle of the Land: Grasslands\n Background: Folk Hero\n\n HP: 8 + 13*5 + 3*14 = 115\n\n Feats/ASIs: \nBonus. Inspiring Leader\n4. Resilient: Constitution\n8. +2 Wisdom\n12. +2 Wisdom\n\n Stats: \n8 Str\n12 Dex\n16 Con\n8 Int\n20 Wis\n14 Cha\n\n Languages: \nCommon\nSylvan\nDruidic\n\n Tools: \nHerbalism Kit\nWagon\nTinker's Tools\n\n Skills: \nStealth\nNature\nPerception\nAnimal Handling\nSurvival\n\n Equipment: \nTinker's Tools\nShovel\nIron Pot\nCommon Clothes\nBelt Pouch\nWooden Shield\nHide Armor\nExplorer's Pack\nDruidic Focus\nQuarterstaff\nLight Crossbow\nBolts\nExpensive spell components\n200 bolts\n\n\n Spells (19): \nCantrips. Shillelagh, Guidance, Thorn Whip, Frostbite, Druidcraft\n1. Goodberry, Entangle, Healing Word, Longstrider, Fog Cloud\n2. Enhance Ability, Moonbeam, Darkvision, Invisibility [Grasslands], Pass without Trace [Grasslands]\n3. Conjure Animals, Sleet Storm, Daylight [Grasslands], Haste [Grasslands]\n4. Conjure Woodland Beings, Polymorph, Divination [Grasslands], Freedom of Movement [Grasslands]\n5. Wall of Stone, Antilife Shell, Mass Cure Wounds, Greater Restoration, Dream [Grasslands], Insect Plague [Grasslands]\n6. Heal\n7. Whirlwind, Plane Shift\n \n \n Spoiler: Status \nAC: 15\nHP: 115 + 20 Aid + 17 Heroes' Feast = 152 HP\nTemporary HP: 16\n\nSpeed: 30' (Mount 100')\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\n \n Spoiler: Effects active: \nInspiring Leader\n\nDarkvision\nAid (level 5)\nPhantom Steed\nFreedom of Movement\nRary's Telepathic Bond\nHeroes' Feast\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\n \n \n Spoiler: Spell slots \nSlots used:\n1. xxxx (Longstrider x4)\n2. xxx (Darkvision x3)\n3. xxx (Goodberry x2, everyone has two, Longstrider x1)\n4. x (Freedom of Movement on Bard Simulacrum)\n5.\n6.\n7.\n \n\n \n \n Spoiler: Giant Ape status \nAC: 12\nHP: 157 + 16 Heroes' Feast = 173 HP\n\nSpeed: 40', 40' climb\nImmune to poison, fear & disease.\n \n Spoiler: Effects active: \nHeroes' Feast\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\n \n\n \n\n\nVs. Tiamat:\n \n Spoiler \nGargantuan Dragon\n615 HP, 30 point regen\n25 AC\n\n5 Breaths\nMelee Attacks\n \n\n Positioning: \n \n Spoiler: Tiamat is actually above the party but obviously that would make the party impossible to see \n \n \n\n Initiative order: \nDruid 21\nBard 20\nCleric 15\nHomunculus 13\nSimul-Owl 13\nWizard 12\nCouatl 11\nOwl 8\nTiamat 3\nGiant Ape 3\n\n\nTiamat is 60' above the party, appearing through the portal in the Great Apse. Portent was used on Tiamat to set their Initiative to 3. First round to follow." }, { "from": "human", "value": "Eldariel: Turn 1 \n\n\nParty actions:\n - Druid casts Wall of Stone to protect the party from Tiamat and then Steed Dashes 200' down.\n \n Spoiler \n \n \n\n - Tiamat Fire breaths the Wall: 83 damage taken (180-83 = 97)\n - Wizard Simulacrum buffs the Bard Simulacrum with Haste and Bard Inspires Bard Simulacrum and Steed dashes down 200' taking 2 attack:\nMiss and miss\n - Tiamat Acid breaths the Wall: 66 damage taken (97-66 = 31 HP on the area above the Bard & Wizard)\n - Cleric Blesses out of level 2 slot on Couatl/Bard/Bard Simulacrum/Cleric\n - Bard Simulacrum casts Elemental Weapon VII and attacks once at Sharpshooter and once normally:\nMiss and miss\n - Wizard Dashes up to them readies action to protect the party with Wall of Force if Tiamat prepares to attack\n - Couatl rides to the party and starts Leadership\n - Tiamat Dashes towards the party\n - Giant Ape Dashes towards Tiamat\n - Tiamat Fire breaths the party triggering Wall of Force\n \n Spoiler \n \n \n\n\nTiamat:\n \n Spoiler: Tiamat Status \nAC: 25\nHP: 615\nLegendary actions: 3/5\n \n\nParty:\n \n Spoiler: Diviner Status \nAC: 16\nHP: 100 + 20 Aid + 7 Heroes' Feast - 6 Homunculus = 121 HP\nTemporary HP: 16\n\nSpeed: 30' (Mount 100')\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\nResistance to Fire.\nSee Invisible up to 10'\n \n Spoiler: Effects active: \nInspiring Leader\nThird Eye: See invisibility\n\nMage Armor\nLongstrider\nDarkvision\nAid (level 5)\nPhantom Steed\nFreedom of Movement\nFire Shield\nRary's Telepathic Bond\nHeroes' Feast\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\nContingency (on self and on Simulacrum: Dimension Door on blinking eyes alternatingly 3 times)\n \n \n Spoiler: Spell slots and resources \nPortent:\nPortent #1: (1d20)[18]\nPortent #2: (1d20)[12]\nPortent #3: (1d20)[1]\n\nResources used:\nLucky: 0/3\n\nSlots used:\n1. xxxx [Mage Armor on self, Simulacrum, Bard, Bard simulacrum]\n2. xxx [Darkvision x3]\n3. x [Mage Armor on Druid]\n4. x [Fire Shield]\n5. x [Wall of Force]\n6.\n7.\n \n\n \n \n Spoiler: Owl familiar status \nAC: 11\nHP: 1 + 12 Heroes' Feast = 13 HP\n\nSpeed: 60'\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\n \n Spoiler: Effects active: \nRary's Telepathic Bond\nHeroes' Feast\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\n \n\n \n \n Spoiler: Homunculus status \n\nAC: 13\nHP: 5 + 7 Heroes' Feast = 12 HP\n\nSpeed: 40' Fly\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\n \n Spoiler: Effects active: \nRary's Telepathic Bond\nHeroes' Feast\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\n \n\n \n \n Spoiler: Diviner's Bard Simulacrum status \nAC: 18\nHP: 57 + 20 Aid + 11 Heroes' Feast = 89 HP\nTemporary HP: 16\n\nSpeed: 40' (Mount 100')\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\nResistance to all damage [half damage dealt to Cleric]\n+1 to saving throws\n \n Spoiler: Effects active: \nInspiring Leader\n\nMage Armor\nLongstrider\nDarkvision\nAid (level 5)\nPhantom Steed\nDeath Ward\nFreedom of Movement\nRary's Telepathic Bond\nHeroes' Feast\nWarding Bond\nElemental Weapon VII\nBless\nHaste\n\nInspiration\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\nContingency (on self and on Simulacrum: Dimension Door on blinking eyes alternatingly 3 times)\n \n \n Spoiler: Spell slots \nResources used:\nInspiration: 0/3\nLucky: 0/3\n\nSlots used:\n1.\n2.\n3. x [Haste]\n4. x [Dimension Door for Contingency]\n5.\n6. x [Contingency cast earlier, slot not recovered]\n7. x [Elemental Weapon VII]\n \n\n \n\n \n Spoiler: Bard Status \nAC: 17\nHP: 115 + 20 Aid + 8 Heroes' Feast = 143 HP\nTemporary HP: 16\n\nSpeed: 40' (Mount 100')\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\n \n Spoiler: Effects active: \nInspiring Leader\n\nMage Armor\nLongstrider\nDarkvision\nAid (level 5)\nPhantom Steed\nDeath Ward\nFreedom of Movement\nRary's Telepathic Bond\nHeroes' Feast\nHaste\nBless\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\nContingency (on self and on Simulacrum: Dimension Door on blinking eyes alternatingly 3 times)\nElemental Weapon VII\n \n \n Spoiler: Spell slots and resources \nResources used:\nInspiration: 1/3\nLucky: 0/3\n\nSlots used:\n1.\n2.\n3.\n4. xx [Freedom of Movement]\n5.\n6.\n7. x [Elemental Weapon VII]\n \n\n \n \n Spoiler: Bard's Diviner Simulacrum status \nAC: 16\nHP: 50 + 20 Aid + 18 Heroes' Feast = 88 HP\nTemporary HP: 16\n\nSpeed: 30' (Mount 100')\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\nResistance to Cold.\nSee Ethereal up to 60'\n\n \n Spoiler: Effects active: \nInspiring Leader\n\nMage Armor\nLongstrider\nDarkvision\nAid (level 5)\nPhantom Steed\nDeath Ward\nFreedom of Movement\nFire Shield\nRary's Telepathic Bond\nHeroes' Feast\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\nContingency (on self and on Simulacrum: Dimension Door on blinking eyes alternatingly 3 times)\n \n \n Spoiler: Spell slots and resources \nPortent:\n Portent #1: (1d20)[3] \nPortent #2: (1d20)[19]\nPortent #3: (1d20)[14]\n\nResources used:\nLucky: 0/3\n\nSlots used:\n1.\n2.\n3. x [Haste]\n4. xx [Fire Shield: Cold & Dimension Door for Contingency]\n5.\n6. x [Contingency cast earlier, slot not recovered]\n7.\n \n\n \n \n Spoiler: Simulacrum's Owl familiar status \n\nAC: 12\nHP: 1 + 6 Heroes' Feast = 7 HP\n\nSpeed: 30'\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\n \n Spoiler: Effects active: \nRary's Telepathic Bond\nHeroes' Feast\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\n \n\n \n\n \n Spoiler: Healer Status \nAC: 19\nHP: 115 + 20 Aid + 15 Heroes' Feast = 150 HP\nTemporary HP: 16\n\nSpeed: 30' (Mount 100')\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\n \n Spoiler: Effects active: \nInspiring Leader\n\nDarkvision\nAid (level 5)\nPhantom Steed\nFreedom of Movement\nRary's Telepathic Bond\nHeroes' Feast\nBless\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\n \n \n Spoiler: Spell slots \nSlots used:\n1.\n2. x\n3.\n4. xxx [Death Ward x3 (Wizard Simulacrum, Bard, Bard Simulacrum)]\n5. xx [Aid x2] (all 6)\n6. x [Heroes' Feast] (everyone participated)\n7.\n \n\n \n \n Spoiler: Couatl status \nAC: 19\nHP: 97 + 9 Heroes' Feast = 106 HP\n\nSpeed: 30' (100' Mount)\nImmune to poison, fear & disease.\nImmune to psychic & mundane weapon attacks.\nResistance to Radiant:\nRoll Wisdom saves at advantage.\n \n Spoiler: Effects active: \nHeroes' Feast\nLongstrider\nBless\nLeadership\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\n \n\n \n\n \n Spoiler: Druid Status \nAC: 15\nHP: 115 + 20 Aid + 17 Heroes' Feast = 152 HP\nTemporary HP: 16\n\nSpeed: 30' (Mount 100')\nImmune to poison, fear & disease.\nRoll Wisdom saves at advantage.\n \n Spoiler: Effects active: \nInspiring Leader\n\nDarkvision\nAid (level 5)\nPhantom Steed\nFreedom of Movement\nRary's Telepathic Bond\nHeroes' Feast\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\n \n \n Spoiler: Spell slots \nSlots used:\n1. xxxx [Longstrider x4]\n2. xxx [Darkvision x3]\n3. xxx [Goodberry x2, everyone has two, Longstrider x1]\n4. x [Freedom of Movement on Bard Simulacrum]\n5. x [Wall of Stone]\n6.\n7.\n \n\n \n \n Spoiler: Giant Ape status \nAC: 12\nHP: 157 + 16 Heroes' Feast = 173 HP\n\nSpeed: 50', 40' climb\nImmune to poison, fear & disease.\n \n Spoiler: Effects active: \nHeroes' Feast\nLongstrider\n\nMagic Mouth earpieces (everybody: 30' radar for all creature types)\n \n\n " } ]
[ { "from": "system", "value": "ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging." }, { "from": "human", "value": "Inspectre: A continuation of The Crimson Echo: Season Three! \n OOC Thread \n Dramatis Personae \n \n Spoiler: Our Heroes \n \n\n \n Spoiler: Allies \n\n \n Spoiler: Cressidia Kroft \n\nField Marshall and commander of Korvosa's city guard, Cressidia is perpetually overworked and has become something of a practiced insomniac to keep up with the unending paperwork of her position, particularly after the recent troubles immediately following King Eodred's death and Lamm's uprising. With a dwindling guard force and rumblings of further unrest due to Trinia Sabor's situation, it doesn't look like she will be getting more rest anytime soon, either. Old friends with Vencarlo Orsini, Grau Saldado, and Sabrina Merrin - whose friendship has soured into barely concealed hostility following Kroft's election to Field Marshall several years ago.\n\n \n Spoiler: Portrait \n\n \n \n\n \n\n \n\n \n Spoiler: Enemies \n \n\n \n Spoiler: Important People \n\n \n Spoiler: Of Korvosa \n \n\n " }, { "from": "human", "value": "Inspectre: Locations \n \n Spoiler: Korvosa \n\n \n Spoiler: Map of Korvosa \n \n \n\n \n Spoiler: Districts and Neighborhoods \n \n Spoiler: East Shore and Gray \n \n \n\n \n Spoiler: Midland \n \n \n\n \n Spoiler: North Point \n \n \n\n \n Spoiler: The Heights \n \n \n\n \n Spoiler: Old Korvosa \n \n \n\n \n Spoiler: South Shore \n \n \n\n \n\n " }, { "from": "human", "value": "Inspectre: Other Important Information " } ]