[User]
 This is my first PBP as dm so please bear with me.

THE BIG 16 ITSELF 1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)? Dungeons and Dragons 5e 2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)?  What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)? Forgotten realms fantasy 3. How many Players are you looking for? Will you be taking alternates, and if so, how many? 5-6 no alternatives. 4. What's the gaming medium (OOTS, chat, e-mail etc.)? Oots Play by post 5. What is the characters' starting status (i.e. experience level)? level 1 6. How much gold or other starting funds will the characters begin with? according to background 7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? All dnd books - guildmasters guide to Ravnica, wayfarers guide to ebberon What are your rules on 'prestige' and/or homebrewed classes?  Prestige, no homebrew 8. What races, subraces, species, etc. are allowed for your game? All races listed in the player's handbook. Will you allow homebrewed races or species?  no 'Prestige' races or species? no 9. By what method should Players generate their attributes/ability scores and Hit Points? Standard array 10. Does your game use alignment? yes but not right away it will be decided by how the players act  What are your restrictions, if so? preferably no murder hobos. 11. Do you allow multi-classing, or have any particular rules in regards to it? yes, standard multiclassing 12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system?  If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them? Honor system 13. Are there any homebrewed or optional/variant rules that your Players should know about?  If so, list and explain them, or provide relevant links to learn about these new rules. no 14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)? no back story to a short paragraph is okay. 15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above? combination of all above. 16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? yes and no  What sources can Players use for their characters? all dnd 5e books except guildmasters guide to Ravnica and wayfarers guide to ebberon


[User]
 So, I'm including two starts. I'm still working on the fluff start but if you'd like a bit of RP first, feel free to start there. If not, feel free to read the dungeon start and we'll get to it.

Fluff start:

 Spoiler

You find yourself loaded onto a massive vessel with others from the city. Dusk is quickly approaching, the selection process has taken all day. Glancing around you notice that the vessel seems relatively simple, despite the massive army that has now boarded it. If this were a military ship you'd expect to see more armaments. The half-orc in shackles that selected you along with the soldier that accompanied him lead you to a small cabin. He opens the door and waves a hand inside. He then stands still and says,  "these will be your quarters for our journey. I will fetch you in the morning for breakfast."

Dungeon start:

 Spoiler

You awake and find yourself in the middle of a large, 80'x80' room. You are laying on the floor next to a pedestal. Glancing around from your position you notice 4 openings. There is an opening in each corner that measures 20' across. Standing you can see there are 12 runes carved into the pedestal. There is a tablet submerged in the liquid. You can see there is writing on the tablet.

[User]
 Grakthor promptly salutes, sets down his gear with his dagger under his pillow, then goes to bed

Btw I chose the fluff one

[User]
 (I noticed. Also, I reskin the characters a bit. Your guide in chains is a male)

There is a hefty thud as you set your gear on the floor. The chained man gives you a nod, turns, and steps through the door. You hear a heavy thud followed by a loud clang, which you'd assume is the door being locked. The last glimmers of light disappear from the minor cracks between the wood members of the vessel, leaving you in pitch black. Luckily you are able to make out the outlines of the bed and find it easily as you slide your dagger under your pillow. The interior of the cabin you are in is sparse. There are a few minimal drawers if you were to unpack your things, but nothing in them.

The bed is oddly soft. Given your guide being in chains and you locked in a room, it'd be reasonable to expect prison conditions. This thought leads you to realize, your belongings weren't confiscated, and you weren't searched as you were collected and brought on board. In fact you had nothing in the great arena, and were allowed to gather your belongings before departing. Are you there prisoner? Do they know something you don't? What is going on?

A loud banging awakens you from slumber. It is repeated several times before you hear metal and wood creak. The door is opened, allowing the first light of day to creep in. The light is suddenly blocked by a shadow with a familiar voice,  "Dress and join us for breakfast."  Something hits you in the face, it feels soft. Upon a quick inspection you realize it is a simple pair of clothes. The light disappears and you are plunged into darkness as the door is again closed. This time you don't hear the clang of the lock.

[User] Grakthor than shrugs on his simple clothes and grabs the dagger which he slips into his boot and quietly recites his honor code "never die,never bow, honor" and then cracks his knuckles and walks out the door.

[User]
 (When you get a chance roll a sleight of hand for trying to hide the dagger on your person.)

As you open the door you find the main in chains in front of you waiting expectantly. Beside him are two of the hulking guards. As you walk outside of the door you see two more guards standing beside it. The man turns and walks away from you towards a set of stairs. The stairs are plenty wide for 3 people, unusual for a ship such as this. At the bottom of the stairs you can see two doors on either side of the far bulkhead. As you turn around and look under the stairs you can see a massive banquet table that has already been set. As you arrive the man in chains meekly extends a hand out as far as the manacles allow.  "Sit. Eat. We have a long journey ahead gather your strength."

As you look around you can see the room is filled with soldiers. On the near side of the table seems to be others dressed in simple garb such as yourself. There are a few open seats on the near side. On the far side you can see other representatives of the various races, also in chains. They are smiling and conversing with the chosen across from them. Each is flanked by a pair of guards much like your escorts. Along the various walls are yet more guards, probably the ones that match your escort.

Your...guide? for lack of a better word then walks around the table with his escort, and sits at a place. He looks at you expectantly.

[User]
 I roll a

 (1d20+2)[ 19 ]
sleight of hand check.
Grakthor then begins to eat.
While asking the guide questions
" So what did I sign on for exactly"
"were are we" and other like wise questions.

[User]
 The guide looks to the left and right along the table. He lets out a low barking laugh as you ask what you've signed up for he speaks to you in Orcish,  "what about your situation makes you think you had a choice? You've signed up for nothing. You've been chosen for testing. IF you are lucky enough to be deemed worthy, then you may be given the chance to sign up."

He sits back and smiles. He reaches out and takes a small sip from his cup. It is then you notice that he, nor any of the other guides, have taken a bite to eat. They have plates of food in front of them, but they remain untouched. It is then that your head begins to swim. You thought you heard him faintly whisper  "Good luck" , but his mouth hadn't moved so you must have imagined it. Your eyes feel heavy, your body sluggish, your head lulls then finds rest upon the table with a clang. The last sight you remember is the guide smiling at you as he sets down his cup.

You awaken some time later, how long is unknown. You find yourself in a darkened room, your dark vision allows you to see that it is a large room, 80' across in each direction. Before you is a pedestal. Around the edges are 12 runes. In the center is a murky liquid. Underneath the liquid you can see the outline of a stone tablet. Glancing around the room you notice there are 4 door ways, 10' wide, in each of the corners. There are no doors, just the arches.

[User] Grakthor then grunts and rises up drawing his dagger, he then takes the east archway. looking through the tunnels with dark vision, what does he see?

[User]
 (The doors are in the corners so NE, NW, SE, SW. So NE or SE? I'll edit this post once you clarify.)

As you approach the SE corner the room starts to glow a dim, deep green. You realize you don't need your dark vision to see as you approach the door. Standing in the doorway you feel a moist breeze. A light,continuous breeze blows and you ares truck with an earthy scent, like the fields of your home. Taking a step back and the breeze stops to the still air of the room returns. Standing back in the doorway you are able to see a hallway to the right and left. They go about 30' before they turn towards each other. As you stand in the door you sense a bit of hesitation, and the smell from before seems to be tainted.

[User] Krogthar walks toward the SE corner carefully treading.


[User] It is April 485. The court of Earl Roderick has begun, and soon a small dispute between two peasant men, Nerth ap Tangusius and Gwaednerth ap Gwefrfawr. Soon the room grows tense, and after the two men are calmed down after their argument, Roderick motions to you, offering to let you listen in on the situation.

[User]
 Osian        The Chaste

 Spoiler: Osian

 Spoiler: Background Data
 Son Number:  1

 Friendly Region:  Logres (C)

 Uther Period Homelands:  Surrey

 Liege Lord:  Ruler

 Father's Rank:  Esquire

 Why Are You a Knight?:  Served as an Esquire, but performances extraordinary duty.

 Family Wealth:  Ordinary

 Luck Table:  16

 Spoiler: Personal Data

 Name:  Osian
 Age:  21
 Son Number:  1

 Homeland:  Surrey
 Culture:  Cymric
 Religion:  British Christian

 Lord: *
 Current Class:  Squire
 Current Home:
 Glory: *
 Current Hit Points:  27

 Wounds:  *

[] Chirurgery Needed

 Spoiler: Personality Traits

Chivalry Bonus [•] (total=80+):
Religious Bonus (underlined traits all 16+):

 [] Chaste  18/2 *Lustful []] - Famous Trait
 •[] Energetic  16/4 Lazy []
[] Forgiving 11/9 *Vengeful []
 •[] Generous  13/7 *Selfish [
[] Honest 7/13 Deceitful []
•[] Just 12/8 *Arbitrary []
•[] Merciful 16/4 * Cruel []
 •[] Modest   10/10 Proud []
[] Pious 10/10 Worldly []
[] Prudent 10/10 Reckless []
 [] Temperate * 12/8 indulgent []
[] Trusting 10/10 Suspicious []
•[] Valorous 15/5 Cowardly []

Directed Trait: *[] 2
Directed Trait:* []

 Spoiler: Passions

 Loyalty (Lord):  10 []
 Love (Family):  9 []
 Hospitality:  12 []
 Honour:  15 []
 Concern (my commoners):  2 []
 Hate (Saxons):  11 []

 Loyalty (vassals):  13 []*

 Spoiler: Equipment Carried

Armour Type [10+6]: Norman Chainmail+Shield
Clothing [1£]: Fine clothing
Personal Gear [On horse #2]:*
Travel Gear [On horse #5]:*
War Gear [On horse #4]:*
2 Spears, Sword, Dagger*

 Spoiler: Statistics

 SIZ:  12 (Knockdown)
 DEX:  9
 STR:  18
 CON(+3):  18 (Major Wound)
 APP:  15Awareness 7

 Damage [(STR+SIZ)/6]:  5d6
 Healing Rate [(STR+CON)/10]:  3
 Movement Rate [(STR+DEX)/10]:  2
 Total Hit Points (SIZ+CON):  36
 Unconcious (HP/4):  9

 Spoiler: Distinctive Features

Redhaired, Tall

 Spoiler: Skills

 Awareness (5):  7 []
 Boating (1):  1 []
 Compose (1):  1 []
 Courtesy (3):  5*[]
 Dancing (2):  10 []
 Faerie Lore (1):  10 []
 Falconry (3):  3 []
 First Aid (10):  11 []
 Flirting (3):  3 []
 Folklore (2): *2[]
 Gaming (3):  3 []
 Heraldry (1): *1*[]
 Hunting (2): *15*[]
 Intrigue (3):  3 []
 Orate (3): *5*[]
 Play (harp) (3):  10 []
 Read (latin) (0):  0 []
 Recognize (3): *13 (family characteristic)*[]
 Religion (British Christianity) (2):  2 []
 Romance (0):  0 []
 Singing (4):  4 []
 Stewardship (2):  2 []
 Swimming (2):  2 []
 Tourney (2):  2 []

 Spoiler: Combat Skills

 Battle (10):  10 []
 Horsemanship (10):  15 []
 Siege (2):  2 []

  Weapon Skills
 Sword (10):  15 [x]
 Spear Expertise*(10):  15 []

 Dagger (5):  5 []c: Never Forgets a Face (+10 Recognize)

 Spoiler: Squire

 Name:
 Age:
 First Aid (6):  6 []
 Battle (1):  1 []
 Horsemanship (6):  6 []

 Spoiler: Joust Score

 Wins:
 Loses:

 Spoiler: Horses

  Best Warhorse #1
 Type:  Charger
 Damage:  6d6
 Move:  8

 Armor:  5
 HP:  46

 SIZ:  34
 CON:  12
 DEX:  17

 Breed:  Normal

Other Horses
 Riding #2:  Rouncy -  Move:  7
 Squire's #3:  Rouncy -  Move:  7
 #4:  Sumpter -  Move:  5

 Spoiler: Annual Glory Rewards

 Traits:
 Chivalry:
 Holdings:
 Passions:
 Religion:
 Total:

 Spoiler: Equipment At Home

 Denarii:
 Libra:

 Spoiler: Army

 Old Knights:  1 (Grandfather's younger brother Alwyn).
 Middle-Aged Knights:  4
 Young Knights:  3
 Total Family Knights:  8
 Vassal Knights:
 Other Lineage Men:  13
 Levy:  58

 Spoiler: Character History

 Date: *
 Important Event:  Beheaded bandit in one strike,*
Successfully romanced Lady Aden (10 glory)
 New Glory:
 Total Glory:  178

 Date: *
 Important Event: *
 New Glory:
 Total Glory:
 Date: *
 Important Event: *
 New Glory:
 Total Glory:
 Date:
 Important Event:
 New Glory:
 Total Glory:
 Date:
 Important Event:
 New Glory:
 Total Glory:
 Date:
 Important Event:
 New Glory:
 Total Glory:
 Date:
 Important Event:
 New Glory:
 Total Glory:

 Spoiler: Family History And Events

 Year Born:  465
 Year Squired:  480
 Year Knighted:  485
 Year Membered of the Round Table:
 Year Ennobled:
 Year Landed:  485
 Year Wed:
 Year Died:
 Father's Name:  Niall
 Father's Class:  Esquire
 Glory To His Sons:  133

 Family Characteristic:  Never Forget a Face (+10 to Recognize)
 Wife:
 Lover:
 Children:
 Will
Family

 Spoiler: Great Grandfather's History

Specific Date Unknown: Died (1800 Glory)

 Spoiler: Grandfather's History

Glory From Great Grandfather: 180 (1/10th of 1800 Glory)

Year 410: Born

Year 425: Squired

Year: 430: Knighted (Gained 1000 Glory for being Knighted)

Year 439: Fought at the Battle of Carlion (30 Glory)

Year 440: Died at the hands of Pictish raiders while serving garrison duty. (20 Glory)

At the time of Death, Grandfather had a total glory of 1230

 Spoiler: Father's History

Glory from Grandfather: 123

Year 460: Knighted (1000 Glory)

Years 460-462: Served peaceful garrison duty (No Glory)

Year 463: "Night of Long Knives", Gains Passion: Hate (Saxons) 13 (No Glory)

Year 464: Father Marries (Bride's Glory 25)

Years 466-467: Survived Siege of Carlion. (60 Glory)

Year 468: Served peaceful garrison duty. (No Glory.)

Years 469–472: Many Saxons come over from the Continent and settle in Kent under their king, Hengest. High King Aurelius Ambrosius maintains an unsteady peace with the Saxons, Irish, and Picts, despite their raiding. His younger brother, Uther, makes a name for himself as a great warrior in countering these raids and leading picked warriors on raids into enemy territory. (100 Glory gained from the fighting)

Year 473: Served peaceful garrison duty. : (No Glory)

YEARS 474–476: The Saxons of Kent roam and pillage the land. Only fortified places are safe, and the peasants suffer terribly. Died on garrison duty; fought well. (25 Glory)

Total Glory at moment of Death: 1333

 Spoiler: Family Details

 Spoiler: Extended Family

(fill into this how your Family members are doing. are they still alive. are they married, etc.) Look at your Fellow Players' Sheets for a reference.

  Land Record Sheet

 Spoiler

 Spoiler: Manorial Charter

I, Roderick, Earl Salisbury do hereby grant the manor of Shrewton to Osian, son of Niall, and all rights pertaining to such in perpetuity on the condition that he and his heirs furnish Salisbury with one Knight's service for so long as they maintain Shrewton in my name.

 Spoiler: Basic Manor Information

 Manor Name:  Shrewton*
 Held By:  Osian
 Liege Lord:  Earl Roderick*
 Location:  Salisbury
 Annual Glory:  6
 Fortification (DV):  0
 Hate Landlord:  2

 Manor Description:
A typical Logres riverside collection of farms, mill and chapel, crowded around a modest village and overseen by a small Manor upon the hill.

 Manor Summary:
Nothing special stands out at this time.

 Spoiler: Manor Improvements

 Feature:  Entire Village
 Date:
 Building Cost:  £150
 Hate Landlord:  -15
 Annual Income:
 Annual Maintenance:
 Annual Glory:
 Notes, Rolls, Checks, etc:

------------------------
 Feature:  Bakery
 Date:
 Building Cost:  £10
 Hate Landlord:  -3
 Annual Income:
 Annual Maintenance:
 Annual Glory:
 Notes, Rolls, Checks, etc:
------------------------
 Feature:  Mill
 Date:
 Building Cost:  £15
 Hate Landlord:  -2
 Annual Income:
 Annual Maintenance:
 Annual Glory:
 Notes, Rolls, Checks, etc:

------------------------

 Feature:  Simple Hall, Wood
 Date:
 Building Cost:  £13 + £2 Furnishings
 Hate Landlord:
 Annual Income:
 Annual Maintenance:  Subsumed into general costs
 Annual Glory:  0
 DV:  0

 Notes, Rolls, Checks, etc:

------------------------
 Feature:  Stables
 Date:
 Building Cost:  £5
 Hate Landlord:
 Annual Income:  nil
 Annual Maintenance:  Subsumed into general costs
 Annual Glory: *

 Notes, Rolls, Checks, etc:
Replaces lost horses from basic package

------------------------
 Church, Village
Each Christian village has a little church where the peasants worship (the lord usually has his own chapel). This is wood framed, wattle and daub, with a thatched roof. It has a staff of one priest, usually barely literate, who faithfully reports to his local bishop.
Cost to Build: £10
Personnel: 1 priest
Reduce Hate (landlord): 5

------------------------
 Feature:
 Date:
 Building Cost:
 Hate Landlord:
 Annual Income:
 Annual Maintenance:
 Annual Glory:
 Notes, Rolls, Checks, etc:

------------------------
 Feature:
 Date:
 Building Cost:
 Hate Landlord:
 Annual Income:
 Annual Maintenance:
 Annual Glory:
 Notes, Rolls, Checks, etc:

 Spoiler: Manor Personnel & Retinue

 Type:
 Cost:
 Rating:
 Type:
 Cost:
 Rating:
 Type:
 Cost:
 Rating:
 Type:
 Cost:
 Rating:
 Type:
 Cost:
 Rating:
 Type:
 Cost:
 Rating:
 Type:
 Cost:
 Rating:
 Type:
 Cost:
 Rating:

  Manor Income Worksheet for the Complete Landholding System

 Spoiler

 Spoiler: Revenue - Total worth of demesne, commoner's services. and investments.

 Date:  485
 Normal Income:  6
 Investment Income:  0

 Anticipated Income:  6

-------------------------------
 Date:
 Normal Income:
 Investment Income:
 Anticipated Income:

-------------------------------
 Date:
 Normal Income:
 Investment Income:
 Anticipated Income:

-------------------------------
 Date:
 Normal Income:
 Investment Income:
 Anticipated Income:

-------------------------------
 Date:
 Normal Income:
 Investment Income:
 Anticipated Income:

-------------------------------
 Date:
 Normal Income:
 Investment Income:
 Anticipated Income:

-------------------------------
 Date:
 Normal Income:
 Investment Income:
 Anticipated Income:

 Spoiler: Fortune - Random events beyond a lord's control and a lord's relationship with his peasants.

 Manorial Luck:
 Fate:
 Care:
 Misfortune:

------------------------
 Manorial Luck:
 Fate:
 Care:
 Misfortune:

------------------------
 Manorial Luck:
 Fate:
 Care:
 Misfortune:

------------------------
 Manorial Luck:
 Fate:
 Care:
 Misfortune:

------------------------
 Manorial Luck:
 Fate:
 Care:
 Misfortune:

------------------------
 Manorial Luck:
 Fate:
 Care:
 Misfortune:

------------------------
 Manorial Luck:
 Fate:
 Care:
 Misfortune:

------------------------
 Manorial Luck:
 Fate:
 Care:
 Misfortune:

 Spoiler: Harvest

 Harvest Result:
 Manor Income:

-------------------------
 Harvest Result:
 Manor Income:

-------------------------
 Harvest Result:
 Manor Income:

-------------------------
 Harvest Result:
 Manor Income:

-------------------------
 Harvest Result:
 Manor Income:

-------------------------
 Harvest Result:
 Manor Income:

-------------------------
 Harvest Result:
 Manor Income:

 Spoiler: Tally

 Emergency Income:
 Expenses:
 Treasury:

-------------------------------
 Emergency Income:
 Expenses:
 Treasury:

-------------------------------
 Emergency Income:
 Expenses:
 Treasury:

-------------------------------
 Emergency Income:
 Expenses:
 Treasury:

-------------------------------
 Emergency Income:
 Expenses:
 Treasury:

-------------------------------
 Emergency Income:
 Expenses:
 Treasury:

-------------------------------
 Emergency Income:
 Expenses:
 Treasury:

-------------------------------
 Emergency Income:
 Expenses:
 Treasury:

-------------------------------
 Emergency Income:
 Expenses:
 Treasury:

  Treasure Record Sheet

 Spoiler:

 Spoiler: Basic Info

 Knight's Name:  Osian
 Treasury Location:  Shrewton
 Security:  The Shrewton Men
 Other Location:
 Best Clothing:
 Heraldric Emblem:  A stag a green field..*

 Spoiler: Treasury

 Date:
 Source/Expense:
 Form of Treasure:
 Amount/Worth:
 Total

------------------------------
 Date:
 Source/Expense:
 Form of Treasure:
 Amount/Worth:
 Total

------------------------------
 Date:
 Source/Expense:
 Form of Treasure:
 Amount/Worth:
 Total

------------------------------
 Date:
 Source/Expense:
 Form of Treasure:
 Amount/Worth:
 Total

------------------------------
 Date:
 Source/Expense:
 Form of Treasure:
 Amount/Worth:
 Total

------------------------------
 Date:
 Source/Expense:
 Form of Treasure:
 Amount/Worth:
 Total

------------------------------
 Date:
 Source/Expense:
 Form of Treasure:
 Amount/Worth:
 Total

------------------------------
 Date:
 Source/Expense:
 Form of Treasure:
 Amount/Worth:
 Total

------------------------------
 Date:
 Source/Expense:
 Form of Treasure:
 Amount/Worth:
 Total

------------------------------
 Date:
 Source/Expense:
 Form of Treasure:
 Amount/Worth:
 Total

Comes closer

"  Yes m'lord  ?"

[User]
 Diarmait the Generous

Diarmait likewise steps forward, bowing politely, but sees no reason to speak as of yet.

[User] Earl Roderick says to the first man, "Tell me, why exactly have you brought this chaos to the court?" Gwaednerth says, "It's simple, m'lord. He stole one of my cattle. I seek reimbursement for it." Nerth replies, "No, I did not! I did nothing of the sort, and how dare you accuse me of such a thing!"

[User] Diarmait glances at Earl Roderick. If he would intervene between the peasants, try to bring order to the discussion, then Diarmait's place was to listen, and perhaps to offer perspective. If not...perhaps Roderick wished to see if his newest knights could do more than lop off heads.

[User] The Earl turns to face you all. "What would you do were you in my position?"

[User]
 Diarmait considered how best to phrase his response.

"That would depend on how well I knew Nerth and Gwaednerth, my lord. Knowing what I do—which is to say, very little—I would request more details. For instance, why Gwaednerth believes Nerth stole his missing cow."

[User]
 Osian        The Chaste

"  Well m'lord, what say their neighbors about their character  ?"

[User] 2D8, can you roll intrigue?

[User]
 Originally Posted by ThatTripletGuy
 2D8, can you roll intrigue?

 Spoiler: OOC/roll
 Sorry @TheTripletGuy, I didn't your post, and I thought the game was dead.

Here a roll for  Intrigue   (d20)[ 12 ]  (target 3)

[User] "I don't deal with the peasants. I would say ask their neighbors." Meanwhile the bickering continues.

[User]
 Originally Posted by ThatTripletGuy
 "I don't deal with the peasants. I would say ask their neighbors." Meanwhile the bickering continues.

      Osian        The Chaste

"  Well then, let some ride out and ask.

I will if you wish m'lord  "

[User] "That would be helpful indeed, though I believe that we won't have time today to do so." With that he turns to the arguing men. "Enough, both of you. This debate will be settled as quickly as possible." The guards have to carry away the two men.

[User]
 Diarmait nods in agreement, even though he secretly found the matter's resolution unsatisfying. The Earl had seemed more interested in what his knights thought of the problem than the problem itself; he asked what Diarmait and Osian would do in his place, and then sent the peasants away with nothing more than a vague promise to look into the matter later.
Diarmait could charitably assume that the Earl knew there was more pressing matters to get to...but deep down, he suspected that Roderick just didn't care enough. A sorry state the county was in, if this was the typical treatment he gave matters which came to his court. Hopefully, this was an anomaly.

Diarmait remained silent. It was fine for a knight to judge his lord in private, but never to question him—certainly not at court.


[User]
 So, I'm including two starts. I'm still working on the fluff start but if you'd like a bit of RP first, feel free to start there. If not, feel free to read the dungeon start and we'll get to it.

Fluff start:

 Spoiler

You find yourself loaded onto a massive vessel with others from the city. Dusk is quickly approaching, the selection process has taken all day. Glancing around you notice that the vessel seems relatively simple, despite the massive army that has now boarded it. If this were a military ship you'd expect to see more armaments. The elf in shackles that selected you along with the soldier that accompanied her lead you to a small cabin. She opens the door and waves a hand inside. She then stands still and says,  "these will be your quarters for our journey. I will fetch you in the morning for breakfast."

Dungeon start:

 Spoiler

You awake and find yourself in the middle of a large, 80'x80' room. You are laying on the floor next to a pedestal. Glancing around from your position you notice 4 openings. There is an opening in each corner that measures 20' across. Standing you can see there are 12 runes carved into the pedestal. There is a tablet submerged in the liquid. You can see there is writing on the tablet.

[User]
 Adran nodded at the elf and the guard and enters his quarters. He looks around at his quarters and looks for a place to sit so he could give the scroll he had received a quick read through before heading to bed.
 Alright what's in this scroll?

OOC: The sage gets a letter (I assume it's in scroll form) of an unanswered question from a dead colleague so I could possibly use this as a springboard to becoming a wizard eventually or an even greater mystery.

[User]
 As you enter the room and look for a place to sit you notice a stool along the left wall with a small table. The far wall contains a simple dresser. The bed takes up majority of the room along the left wall. Unfortunately, that is all you can see before you hear the door close behind you and you are plunged into darkness. A heavy metal clang can be heard as you assume the door is locked behind you. You clutch your scroll tightly. You remember it looked like there was a small candle on the table. You reach out and feel your way through the dark, stumbling around until your fingers brush against what you assume to be the table. Your shin smacking a lower piece of wood of the stool confirms this. You feel around on the table and find a match. You carefully light it and manage to get the candle lit before the match is extinguished. Looking at the candle you realize there isn't much left. You'll have to move quickly if you don't want to be plunged back into darkness.

You turn the letter over in your hand, you notice that the paper is tattered and fragile. It looks dirty and crinkled as if it has traveled far and been shoved into whatever pocket it'd fit for the journey. On the back is a familiar seal of the sages. You carefully break the wax sealing the letter shut, insuring you don't tear the paper. Upon unfolding it, the first thing you notice is the signature. It is large, scripted, neat, and unmistakable. It was the signature of Sylvalur Isililynnsel, but they had found his body a month ago. You realize this as the second detail catches your notice, the small redish brown flecks around the edges of the paper. Sylvalur had been found at home you heard, having choked on his supper.

The candle light begins to dim and flicker, you realize you are almost out of time to read the message. You hurriedly begin, hoping you can read it all before the light fades.

 It is true. The legends were true. I shouldn't have, but I did.
I ventured to the lost city. I never made it, but what I did see leaves no doubt.
Magic is ALIVE. It is real. It isn't legend. It is hidden.
I....

As you begin the next line the light flickers and dies, the candle is spent.

[User]
 Adran's eyes light upon reading what he could which is unfortunate while the candle went out.  Thousands of thoughts raced through his head   Magic? That's impossible. Had he gone mad before writing this? Magic isso.something we tell children to make believe.
As more thoughts entered his head he slowly feels around for the dresser and gently placed the letter in there. Afterward he then feels around for his bed and lays down going to rest.

[User]
 You stumble around and find the dresser rather easy. It is a small room and the dresser doesn't move. You are able to find the bed relatively quickly as well. As you crawl into bed you notice that the bed is surprisingly soft.

You are awoken the next morning by a loud clang and the sunrise spilling through the door. The minuscule light is quickly blocked by a shadowy figure. A familiar voice says  "put these on"  as something flies and hits your face. The door then closes behind you.

[User] Adran gets up and changed he then goes to the dresser and gets the scroll. He gently rolls it up and puts it in is pocket. After that he heads out of his room.

[User]
 (sleight of hand if you are trying to hide things)

Opening the door you find the chained elf and two guards waiting for you. As you step through the door, two more flank you. The escort you down a set of stairs wide enough for three people. Along the far wall there are two doors. Turning around behind the stairs you see a great table as this is a large mess hall. Along the nearside you can see others dressed like you. On the other side of the table you can see others in chains like your escort, with guards on either side. As you survey the room you realize there are many of other races, and a few of your own, sitting on either side of the table. They are always in pairs, one in plain clothes such as you, and one chained. Your escort walks to the other side of the table and motions to the seat across from her,  "Sit. Eat,"  she says.

[User]
 Spoiler:
okay come on dice
 (1d20+3)[ 10 ]  Sleight of hand

Adran follows the elves and looks around then he takes a seat.  "I have a question if I may he so bold? What do you plan to do with such a diverse  he then gestures all around himself  group of people? I mean I don't see a banner so I can assume we aren't going to trained as soldiers. Even then I'd be a terrible soldier
I'm but a humble scholar not really a fighter.

[User] The elf smiles at you from across the table.  "Sit. Eat."  This time it feels less of a suggestion.  "Your questions will be answered in time. We have a long journey, it is best you keep up your strength for it."  She smiles and leans forward and grabs her cup from the table and takes a sip.

[User] Adran sits down and slowly starts eating.  Well can you least tell me where we are going? I mean a ship full of guards and random people I mean anyone would be curious about their current situation.

[User]
 "You ask a lot of questions. An inquisitive mind is both an asset and liability."  She sets her cup back down.  "As for our destination, I cannot tell you. I am going home. We shall see where you go. Good luck."

As if on cue, your eyes grow heavy. Your vision starts to blur. Your head swims. You feel your head hit the table.

The next thing you know you are waking up in a large, dimly lit room. Thanks to your dark vision you can see that the room is about 80'x80'. In each of the for corners stands a large 10' wide stone archway. Next to you, stands a pedestal. There are twelve runes on the pedestal, glowing dimply providing the only light source. The pedestal has a basin filled with a murky liquid that is swirling around. Just under the liquid you can see the outlines of a tablet of some sort.

[User]
 Where am I?   Adran thinks to himself looking around. He then looks at the runes and sees if he can read them or recognize them.

 Spoiler
 (1d20+5)[ 24 ]   History
 (1d20+5)[ 10 ]   Arcana

[User] The runes are completely unfamiliar. However, as you inspect them you notice that beneath the liquid is a stone tablet. As you glance at the tablet you see the liquid becomes a bit more clear, and familiar elvish words begin to appear along with common.

[User] Adran looks at the tablet   What's this?   and then reaches into the water and picks the tablet up.   This might be my key to leaving this place.  He then reads the tablet.

[User]
 As you look into the liquid the text becomes more clear. When you pick it up to read it, the text becomes strange and alien to you. As you set it back in the liquid and stare at it, the liquid stills and the text again comes into focus. As you read the focused text in the liquid you are able to make it out. The tablet says:

“Pay heed to these words, for your trials have just begun.
Prove your worth and the rewards will be great.
Fail and it is death’s embrace you await.

The hearty and strong brave the fire,
The fit and nimble flock to the sea,
The sturdy and swift amble along,
While the the sage hears the winds of fate.

Yet all shape this world,
Your path is yours to decide.

Will you remain stalwart?
Follow the rivers to the sea?
Trek through mountain and marsh?
Remain aloft in the breeze?

The weave is destructive and divine,
But the cost is high.

NOW CHOOSE.”

[User] Hmm a trail and it probably won't be an easy task. Though my safest bet is probably going towards the wind path.  Adran then walks towards the NE doorway.

[User] As you approach the NE doorway the room begins to glow a more faint red. The closer to the doorway you get, the more vibrant the red becomes.

[User] He sees the bright red.   Well it doesn't take a genius to know this is probably the fire area the tablet mentioned.  He then goes towards the SE door way.

[User] As you move towards the SE doorway the room again plunges into dim light. The closer you get, the brighter the room gets again. This time, the light takes on a blue-white hue.

[User] Hmm kinda vague I better check the other two before making a decision.  He then walks towards the SW door and after getting close to see the light and then goes towards the NW door and goes to the see the light then goes into the middle of the room.

[User] Rotating around the room counter clockwise the light fades back to the dim orangish yellow of it's original color, as you get to the SW corner the room glows with a blue-green hue. Rotating up to the NW it again fades to orange-yellow and then it again starts to light up with a tan-green combination. As you return the the center all is how it was the first time.

[User] Alright let's see we had one door glow red, one blue and white, one blue green and the final one tan and green. So let's see if I choose then let's choose this one.    Adran then goes SW corner and goes carefully sets into the SW archway.

[User] As you stand in the archway you feel a breeze hit your face. There is a slight spray, and you feel water drops hit your face. The breeze smells fresh but oddly seems to never end. As you wipe a hand across your skin it feels wet, but looking at your hand it comes away dry. As you step further into the archway the sensation becomes more intense. Standing in the doorway you can see a 10' wide hallway to your left and right. The hall goes about 30' before it turns. As you look back to the center of the room you notice only 3 of the emblems are lit, the others have faded to black.

[User] Adran slowly and carefully continues into the hallway.

[User]
 (Which hallway? There is one to the left and one to the right. They both extend 50' before turning out of sight)

As you walk through the doorway the breeze stops. Looking at the hallways you see they seem to turn back in towards one another.

assuming you continue on:

 Spoiler

As you approach the hallway, it does indeed turn and meet up with the other hallway. Where the two halls meet, you can see another doorway identical to the one behind you.


[User] Ready, go.

[User]
 Originally Posted by Lethologica
 Ready, go.

I'll choose white.

[User] All right.  The move is yours.

[User] Let's see. 1. e4

[User]
 Pawn c7-c6.

1. e4 c6

[User] 1. e4 c6 2. Nf3

[User]
 Pawn d7-d5.

1. e4 c6
2. Nf3 d5

[User] Time to get my Homer Simpson chess face on! Let me liven things up with this move: 1. e4 c6 2. Nf3 d5 3. Pe4xd5

[User]
 Pawn c6 takes d5.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5

[User] 1. e4 c6 2. Nf3 d5 3. exd5 cxd5 4. Be2

[User]
 Knight b8-c6.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6

[User] It's castling time. 1. e4 c6 2. Nf3 d5 3. exd5 cxd5 4. Be2 Nc6 5. O-O (Rf1, Kg1)

[User]
 Pawn e7-e5.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5

[User] 1. e4 c6 2. Nf3 d5 3. exd5 cxd5 4. Be2 Nc6 5. O-O e5 6. d3

[User]
 Bishop f8-e7.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7

[User] 1. e4 c6 2. Nf3 d5 3. exd5 cxd5 4. Be2 Nc6 5. O-O e5 6. d3 Be7 7. Bd2

[User]
 Pawn f7-f5.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5

[User] 1. e4 c6 2. Nf3 d5 3. exd5 cxd5 4. Be2 Nc6 5. O-O e5 6. d3 Be7 7. Bd2 f5 8. Bb5

[User] That's not a legal move--your pawn on d3 is between your bishop on e2 and the b5 square.

[User] It isn't? D'oh! 1. e4 c6 2. Nf3 d5 3. exd5 cxd5 4. Be2 Nc6 5. O-O e5 6. d3 Be7 7. Bd2 f5 8. Bg5

[User]
 Bishop e7 takes g5.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5

[User] 1. e4 c6 2. Nf3 d5 3. exd5 cxd5 4. Be2 Nc6 5. O-O e5 6. d3 Be7 7. Bd2 f5 8. Bg5 Bxg5 9. NxBg5

[User]
 Queen d8 takes g5.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5
9. Bxg5 Qxg5

[User] 1. e4 c6 2. Nf3 d5 3. exd5 cxd5 4. Be2 Nc6 5. O-O e5 6. d3 Be7 7. Bd2 f5 8. Bg5 Bxg5 9. Nxg5 Qxg5 10. Nc3

[User]
 Knight g8-f6.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5
9. Bxg5 Qxg5
10. Nc3 Nf6

[User] Would you like to continue?

[User] I'm going to call it here.  Thanks for playing.

[User] Wait wait. 1. e4 c6 2. NF3 d5 3. exd5 cxd5 4. Be2 Nc6 5. O-O e5 6.d3 Be7 7. Bd2 f5 8. Bg5 Bxg5 9. Nxg5 Qxg5 10. Nc3 Nf6 11. A4

[User]
 All right.

Castles kingside.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5
9. Bxg5 Qxg5
10. Nc3 Nf6
11. a4 0-0

[User] 1. e4 c6 2. NF3 d5 3. Exd5 cxd5 4. Be2 Nc6 5. O-O e5 6.d3 Be7 7. Bd2 f5 8. Bg5 Bxg5 9. Nxg5 Qxg5 10. Nc3 Nf6 11. A4 O-O 12. A5

[User]
 Bishop c8-e6.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5
9. Bxg5 Qxg5
10. Nc3 Nf6
11. a4 0-0
12. a5 Be6

[User] 1. E4 c6 2. NF3 d5 3. Exd5 cxd5 4. Be2 Nc6 5. O-O e5 6.d3 Be7 7. Bd2 f5 8.  Bg5 Bxg5 9. Nxg5 Qxg5 10. Nc3 Nf6 11. A4 O-O 12. A5 Be6 13. D4

[User]
 Knight c6 takes d4.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5
9. Bxg5 Qxg5
10. Nc3 Nf6
11. a4 0-0
12. a5 Be6
13. d4 Nxd4

[User] 1. e4 c6 2. Nf3 d5 3. exd5 cxd5 4. Be2 Nc6 5. O-O e5 6. d3 Be7 7. Bd2 f5 8. Bg5 Bxg5 9. Nxg5 Qxg5 10. Nc3 Nf6 11. a4 O-O 12. a5 Be6 13. d4 Nxd4 14. f4

[User]
 Knight d4 takes e2, check.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5
9. Bxg5 Qxg5
10. Nc3 Nf6
11. a4 0-0
12. a5 Be6
13. d4 Nxd4
14. f4 Nxe2+

[User] 1. E4 c6 2.  NF3 d5 3. Exd5 cxd5 4.  Be2 Nc6 5. O-O e5 6.d3 Be7 7. Bd2 f5 8. Bg5 Bxg5 9. Nxg5 Qxg5 10. Nc3 Nf6 11. A4 O-O 12. A5 Be6 13. D4 NxD4 14. F4 Nxe2+ 15. QxNe2

[User]
 Queen g5-h6.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5
9. Bxg5 Qxg5
10. Nc3 Nf6
11. a4 0-0
12. a5 Be6
13. d4 Nxd4
14. f4 Nxe2+
15. Qxe2 Qh6

[User] 1. E4 c6 2. NF3 d5 3. Exd5 cxd5 4. Be2 Nc6 5. O-O e5 6.d3 Be7 7. Bd2 f5 8. Bg5 Bxg5 9. Nxg5 Qxg5 10. Nc3 Nf6 11. A4 O-O 12. A5  Be6 13. D4 NxD4 14. F4 Nxe2 + 15. QxNe2 Qh6 16. Qf2

[User]
 Knight f6-g4.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5
9. Bxg5 Qxg5
10. Nc3 Nf6
11. a4 0-0
12. a5 Be6
13. d4 Nxd4
14. f4 Nxe2+
15. Qxe2 Qh6
16. Qf2 Ng4

[User] 1.  E4 c6 2.  NF3 d5 3. Exd5 cxd5 4. Be2 Nc6 5. O-O e5 6.d3 Be7 7. Bd2 f5 8. Bg5 Bxg5 9.  Nxg5 Qxg5 10. Nc3 Nf6 11. A4 O-O 12. A5 Be6 13. D4 NxD4 14. F4 Nxe2+ 15. QxNe2 Qh6 16. Qf2 Ng4 17. Qg3

[User]
 Pawn d5-d4.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5
9. Bxg5 Qxg5
10. Nc3 Nf6
11. a4 0-0
12. a5 Be6
13. d4 Nxd4
14. f4 Nxe2+
15. Qxe2 Qh6
16. Qf2 Ng4
17. Qg3 d4

[User] 1. E4 c6 2. NF3 d5 3. Exd5 cxd5 4. Be2 Nc6 5. O-O e5 6.d3 Be7 7. Bd2 f5 8. Bg5 Bxg5 9. Nxg5 Qxg5 10. Nc3 Nf6 11. A4 O-O 12. A5 Be6 13. D4 NxD4 14. F4 Nxe2+ 15. QxNe2 Qh6 16. Qf2 Ng4 17. Qg3 D4 18. Ne4

[User]
 Pawn f5 takes e4.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5
9. Bxg5 Qxg5
10. Nc3 Nf6
11. a4 0-0
12. a5 Be6
13. d4 Nxd4
14. f4 Nxe2+
15. Qxe2 Qh6
16. Qf2 Ng4
17. Qg3 d4
18. Ne4 fxe4

[User] 1. E4 c6 2. NF3 d5 3. Exd5 cxd5 4.  Be2 Nc6 5.  O-O e5 6.d3 Be7 7.  Bd2 f5 8. Bg5 Bxg5 9. Nxg5 Qxg5 10. Nc3 Nf6 11. A4 O-O 12. A5 Be6 13. D4 NxD4 14. F4 Nxe2+ 15. QxNe2 Qh6 16. Qf2 Ng4 17. Qg3 D4 18. Ne4 fxe4 19. Ra3

[User]
 Pawn e5 takes f4.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5
9. Bxg5 Qxg5
10. Nc3 Nf6
11. a4 0-0
12. a5 Be6
13. d4 Nxd4
14. f4 Nxe2+
15. Qxe2 Qh6
16. Qf2 Ng4
17. Qg3 d4
18. Ne4 fxe4
19. Ra3 exf4

[User] 1. E4 c6 2. NF3 d5 3. Exd5 cxd5 4. Be2 Nc6 5. O-O e5 6.d3 Be7 7. Bd2 f5 8. Bg5 Bxg5 9. Nxg5 Qxg5 10. Nc3 Nf6 11. A4 O-O 12. A5 Be6 13. D4 NxD4 14. F4 Nxe2+ 15. QxNe2 Qh6 16. Qf2 Ng4 17. Qg3 D4 18. Ne4 fxe4 19. Ra3 exf4 20. Rxpf4

[User]
 Rook f8 takes f4.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5
9. Bxg5 Qxg5
10. Nc3 Nf6
11. a4 0-0
12. a5 Be6
13. d4 Nxd4
14. f4 Nxe2+
15. Qxe2 Qh6
16. Qf2 Ng4
17. Qg3 d4
18. Ne4 fxe4
19. Ra3 exf4
20. Rxf4 Rxf4

[User] 1.E4 c6 2. NF3 d5 3. Exd5 cxd5 4. Be2 Nc6 5. O-O e5 6.d3 Be7 7. Bd2 f5 8. Bg5 Bxg5 9. Nxg5 Qxg5 10. Nc3 Nf6 11. A4 O-O 12. A5 Be6 13. D4 NxD4 14. F4 Nxe2 + 15. QxNe2 Qh6 16. Qf2 Ng4 17. Qg3 D4 18. Ne4 fxe4 19. Ra3 exf4 20. RxF4 Rxf4 21. QxRf4

[User]
 Queen h6 takes f4.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5
9. Bxg5 Qxg5
10. Nc3 Nf6
11. a4 0-0
12. a5 Be6
13. d4 Nxd4
14. f4 Nxe2+
15. Qxe2 Qh6
16. Qf2 Ng4
17. Qg3 d4
18. Ne4 fxe4
19. Ra3 exf4
20. Rxf4 Rxf4
21. Qxf4 Qxf4

[User] 1.E4 c6 2. NF3 d5 3. Exd5 cxd5 4. Be2 Nc6 5. O-O e5 6.d3 Be7 7. Bd2 f5 8. Bg5 Bxg5 9. Nxg5 Qxg5 10. Nc3 Nf6 11. A4 O-O 12. A5 Be6 13. D4 NxD4 14. F4 Nxe2+ 15. QxNe2 Qh6 16. Qf2 Ng4 17. Qg3 D4 18. Ne4 fxe4 19. Ra3 exf4 20. Rxpf4 Rxpf4 21. QXRF4 QXRF4 22. RF3

[User]
 Pawn e4 takes f3.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5
9. Bxg5 Qxg5
10. Nc3 Nf6
11. a4 0-0
12. a5 Be6
13. d4 Nxd4
14. f4 Nxe2+
15. Qxe2 Qh6
16. Qf2 Ng4
17. Qg3 d4
18. Ne4 fxe4
19. Ra3 exf4
20. Rxf4 Rxf4
21. Qxf4 Qxf4
22. Rf3 exf3

[User] 1. e4 c6. 2. Nf3 d5 3. exd5 cxd5 4. Be2 Nc6 5. O-O e5 6. d3 Be7 7. Bd2 f5 8. Bg5 Bxg5 9. Bxg5 Qxg5 10. Nc3 Nf6 11. a4 O-O 12. a5 Be6 13. d4 Nxd4 14. f4 Nxe2+ 15. Qxe6 Qh6 16. Qf2 Ng4 17. Qg3 d4 18. Ne4 fxe4 19. Ra3 exf4 20. Rxf4 Rxf4 21. Qxf4 Qxf4 22. Rf3 exf3 23. Pa6

[User]
 Queen f4-c1, checkmate.

1. e4 c6
2. Nf3 d5
3. exd5 cxd5
4. Be2 Nc6
5. 0-0 e5
6. d3 Be7
7. Bd2 f5
8. Bg5 Bxg5
9. Bxg5 Qxg5
10. Nc3 Nf6
11. a4 0-0
12. a5 Be6
13. d4 Nxd4
14. f4 Nxe2+
15. Qxe2 Qh6
16. Qf2 Ng4
17. Qg3 d4
18. Ne4 fxe4
19. Ra3 exf4
20. Rxf4 Rxf4
21. Qxf4 Qxf4
22. Rf3 exf3
23. a6 Qc1#

[User] D'oh! Oh well. Good game.

[User] Good game.  Let me know if you'd like to review and/or play another.

[User] Sure.  Review away.

[User]
 All right.  We left opening theory pretty quickly, and I basically threw pawns at the 5th rank and dared you to challenge them.  The Be2-Bd2-d3 configuration left your bishops kind of cramped and inactive--I was expecting to see d4 at some point, since it's pretty safe and gets you space to maneuver.

There were some unfortunate moves where you moved your piece into a square you didn't control, and sacrificed material.  For each of Bg5, d4, Ne4, the square you moved to was attacked by Black more times than it was defended by White.  Counting the number of pieces attacking a square is always important when picking moves.

The a4-a5 idea was interesting, but it gave me time to castle and get my ducks in order.  f4 was strong, and it would have been even stronger earlier, around move 11.

The final exchange on f4 was another case where f4 is attacked more times than it's defended.  After 19. ...exf4, you were down a pawn.  After 21. ...Qxf4, you were down a queen.  Retreating was better than trading, though you had a pretty severe material deficit at that point.

Those are my thoughts.

[User]
 Originally Posted by Lethologica
 All right.  We left opening theory pretty quickly, and I basically threw pawns at the 5th rank and dared you to challenge them.  The Be2-Bd2-d3 configuration left your bishops kind of cramped and inactive--I was expecting to see d4 at some point, since it's pretty safe and gets you space to maneuver.

There were some unfortunate moves where you moved your piece into a square you didn't control, and sacrificed material.  For each of Bg5, d4, Ne4, the square you moved to was attacked by Black more times than it was defended by White.  Counting the number of pieces attacking a square is always important when picking moves.

The a4-a5 idea was interesting, but it gave me time to castle and get my ducks in order.  f4 was strong, and it would have been even stronger earlier, around move 11.

The final exchange on f4 was another case where f4 is attacked more times than it's defended.  After 19. ...exf4, you were down a pawn.  After 21. ...Qxf4, you were down a queen.  Retreating was better than trading, though you had a pretty severe material deficit at that point.

Those are my thoughts.

 Yeah about  opening part, I was going to pull a scholar mate opening but I wasn't sure how experienced you were so I didn't use that opening.and pretty much the middle game and endgame when downhill. To tell you the truth I'm pretty much a bottom tier chess player and I lost my ability to play tactical and strategic capabilities to pull powerful moves back in my day. I was going to resign but I don't resign no matter how hopeless the situation in this game was. So I just made the best of it.


[User] "Now," Master Guilleman says to the assembled group, "I have called you here for an important task. The Orb of Lothern has been long lost-after my adventuring party used it to seal away the Lich Alkath, it was stolen from us by a dragon, and when we slew him, it was nowhere to be found. We searched far and wide, but could never find it. But now... My divinations have located it. You are to head north to the mountains, and journey deep within them. At the bottom-most caverns are where you will find it. Understood?"

[User] "You don't happen to have a map of the area?

[User]
 "To get to the mountain? Of course," he says, rummaging through a drawer and pulling out a small travel map. "I'm afraid you'll be on your own once you get to the caverns, though."

 Spoiler: OOC
There's really not much going to happen on the way to the mountains. The combat starts inside.

[User]
 "Excellent!"    Sindri exclaims as he leans over the map.
   "Now this orb of yours, what is it exactly?"

[User] "It is a powerful artifact, one that has immense energy to it. I could wax philosophical on it, but long story short, it's a huge honking store of energy, and not all that much more," Guilleman says. "Still dangerous and potent, but of little use on its own."

[User]
 Uthrik is in human form for this, and wiI'll revert to human form after we head out.

  "What's this thing look like, is it crystal, is it stone? What color is it? How big, less then a foot wide, three feet wide, larger? If we're going in after this thing, we should know that we're looking for."   You hear Uthrik say. This is the most you've heard him say at one time since you've met him.

[User] "It's a crystal, spherical in shape, deep blue, and about a foot in diameter. You'll also feel a sense of power emanating from it-like a heartbeat throughout your entire body," he says in response.

[User] (Affirmative Grunt)

[User] As Master Guilleman begins describing the orb Sindri starts writing in a large beautiful leather bound book inscribed with silver. After he is done, without looking up from his work Sindri adds:    "What about weight?"    Shortly after receiving his answer he turns his book towards him, showing a detailed picture of the orb along with its details intricately written next to it.    "Like this?"

[User] "A little more web-patterned, but that's quite close, actually. And it weights a little over 50 kilos-solid diamond or something, that thing is."

[User] Sindri whistles as he mentions the weight before he goes back to correct his drawing.

[User] "Now, I've given up most of my old adventuring gear, but I still have a few odds and ends lying around. Is there anything you might need?" he offers.

[User] "If we're going under a mountain, what ever you've got."

[User] Rope? Do you have any rope laying around?

[User] "Bobkin arrows."

[User] "Check in the back-I should have 200' of fine silken rope. Used to have unicorn hair, but that combusted. Word of advice-don't use unicorn hair for bondage. It doesn't like it," he says. "As for the bobkin arrows, I'm afraid I was never much for archery, and don't have any."

[User]
 (Indifferent Grunt)

Uthrik starts to poke around the room.
(OOC, What does the room we're in look like, and for that matter who are we talking to?)

  "Some extra rations couldn't hurt."

[User]
 "Marvellous!"    Sindri exclaims when he hears about the rope.    "Over there?"    He points towards the back and scurries off before Guilleman has any chance to reply.

At the mention of rations stops for a brief moment.    "Err, yes, some more rations wouldn't be amiss!"

[User]
 Originally Posted by ZinZenWho
   (Indifferent Grunt)

Uthrik starts to poke around the room.
(OOC, What does the room we're in look like, and for that matter who are we talking to?)

  "Some extra rations couldn't hurt."

"My chef will prepare a meal before you go, as well as some food that will last. Will that be all?"

 Spoiler: OOC
The man is an old, wizened prune of a man. He stoops more than a little bit, but has a lively look to his face, and sparse gray hair. He's dressed in a simple silken robe.

The room is several chairs set before a desk, with a large, comfortable chair behind it Guilleman is sitting in.

[User]
 Jak simply listens to the conversation, content to let the others ask questions. As the others gather supplies, Jak walks back to the door and shoulders his backpack. He had come prepared.

The Half-Orc yawns and stretches his muscles.  "You know, it's a long walk, we might want to be on our way."  Jak's words are languid and unrushed, but it's clear he wants to leave.

[User]
 "If we'll be dining here tonight I'd like to know about how long dinner will run, I'd prefer to turn in early and heard out tomorrow, before dawn. If that's agreeable to everyone else?"

(OOC, I'm assuming that the old man knows I'm a cleric, but that he doesn't know I'm a 6'5" wolf man.)

[User] I agree with our esteemed cleric. A good nights rest and an early start sounds perfect. Oh, and before I forget, you don't happen to have some lock picks (thieves' tools)? I lost mine not that long ago. You never know, they might have been clever enough to lock the orb in a chest!

[User]
 "I believe young William has some. William!" Guilleman barks.

"Yes sir!" a servant says, coming forth from the shadows.

"Give the fine young man your thieve's tools."

"But I don't have-" William starts.

"Yes you do. Now strop trying to pilfer my silverware, give him your tools, and accept a ten percent raise."

"Um... Of course, sir," the young man says, rummaging a set of lockpicks from his pocket and handing them over.

 Spoiler: OOC
Anything else, or are we ready to leave for the mountains?

[User]
 "Excellent!"    Sindri quickly stuffs them into his bag.

 Spoiler

Looks like we're done, but we have yet to hear from MichaelGoldclaw? Oh and that thieves' tools thing made me laugh. Brilliant. 😁

[User] After a pleasant dinner and a good night's sleep, you all set off in the morning. Guilleman is kind enough to provide horses, speeding your travel greatly, and it's just past afternoon when you arrive. A drizzle is just starting to appear, slickening the stones and sending rivulets of water cascading into the cavern entrance.

[User] "Well, no use staying out here and getting wet. Might as well get to it."  Jak drawls before entering the cave. The Half-Orc walks into the cave using his scythe as a walking stick. He peers into the darkness until his eyes adjust and his darkvision reveals the room to him.  "What are you waiting for?"  He calls over his shoulder at the others.

[User]
 As they travel Sindri looks around for mistletoes and some shamrock leafs.

When they approach the cave entrance Sindri tries to determine what kind of creatures might live in the cave. Does the cave look normal or have someone worked on it? As he inspects the cave entrance he absent-minded mumbles a few words and a few hand gestures (Invocation: Armour of Shadow). For a brief moment Sindri seems covered in a dark shadow.

As Jak calls over his shadow Sindri shakes his head, only now noticing the starting downpour. He jumps down from his pony as he squeals    "wait for me!"    before running up and hiding behind the large Half-Orcs legs, his staff in his right hand.

[User]
 The cave is rough, unworked stone, leading deeper into the mountain. Nothing is immediately visible, though the tunnel quickly grays out as light fades from it.

 Spoiler: OOC
Are you guys going to travel stealthily? Or not? If you are, everyone roll a stealth check.


[User]
 It’s a ruin.
This is your first thought as Stormreach comes into view: The city has
been destroyed by some terrible disaster. You see crumbling walls and squat,
shattered towers. Then a moment later, you realize how far you still are from
the city, and you notice the smaller structures clustered around those broken
foundations. These ruins must be the work of the giants, buildings that fell
long before humans came to this land.
It might not be a ruin, but Stormreach is a ramshackle city. As you draw
closer, you see that the buildings are an astonishing assortment of architectural
styles and materials. Some of the inhabitants have constructed their homes using
stone quarried from the ruins themselves; others are partially built from driftwood
or the hulls of broken ships. The Flamic architecture of Thrane stands next
to a thatched hut that would seem more at home in the Shadow Marches. The
city is a tapestry, hinting at the diverse range of people that have settled here.
From what you can see, Stormreach is spread over a wide area, flowing
down along a river valley. Barges and passenger skiffs drift between the
harbor and the depths of the city. Vegetation-covered cliffs surround the valley
with a curtain of lush green.
As a boomtown devoted to extracting Xen’drik’s riches, Stormreach
will never be mistaken for a capital city or a paragon of architectural splendor.
The climate seems agreeable, though (at least between storms), and the
place holds an air of ancient mystery. You can see why so many choose to stay
in Stormreach long after their expeditions have staggered out of Xen’drik’s
interior and returned to civilization.

As you stagger down the gangplank, the first things you notice are the various recruiting booths along the waterfront, each bearing the colors of a different faction, each trying to attract attention at the top of their lungs. Agents of the Dragonmarked Houses rub shoulders with recruiters working for the various adventuring guilds based in the city.  Adding to the throng are the men (and women) who work the bum boats, all trying to get to their craft at once.  It is utter chaos.

[User]
 Helena strides confidently down the gangplank pleased to be away from the dangers of the main land where her Father's agents may be well placed to interfere with her life.

Stopping on the dockside she gazes around the city rising from the jungle around her. The buildings - some sized for humanoids others for giants creating a stunning myriad of architecture that teems with exotic people and creatures. Sniffing the air the scents of the city and the heavy musk of the jungle hit her.  "What now Bolts?"  she asks her comrade?

Behind her the heavy Warforged crunches down the plank - the wood creaking beneath his weight as his glowing red orbs survey the scene and the Jungle beyond that may hold the answer to his entire race's creation beyond. Sniffing the air like his friend he meets her gaze levelly.  "I smell nothing Helena Di'Deneith. You are better versed in cities such as these. Where would you suggest? Are there guilds of explorers like those found in Sharn?"

Helena considers of a second.  "That'll be somewhere to start I guess. Or possibly House Tharashk.   Grabbing a passing local she will flip a silver coin to them  "Where are the guilds or dragonmakr enclaves?"

 Spoiler

Sorry for the slow reposnes. My supsription didb't say you had posted.

[User]
 When Drago left the ship he and his companion Fellise used to travel from Principalities to Stormreach, he looked over city ruins without any special interest. He could feel hot and humid air of the tropical continent, but even though he donned his plate armor before their ship reached port, he haven't got any problem with it. Turning his head to half-elf, he thanked her  "It looks like those armor crystals are worth their cost after all"
 "Indeed, climate in Xen'drik is very different from Karrnath cold."  replied Fellise, grateful for standing on solid ground and not on moving deck of the ship. She observed city with much greater interest then her companion. Even though they have both seen their share of ruins during their previous careers, places she explored were usualy long empty, not combined with new buildings and crowds of Stormreach.  "We need to visit my contact, to announce we are here and to get some local informations."  With those words, she started making her way through mix of sailors, dockworkers, merchants and beggars further inside the ancient city, silently followed by her protector.


[User]
 The scene of the guild hall was filled with a crowd of people going about their business. Some were in discussion of important matters, others for small talk about their day. Each of the newest recruits of The Rangers made their way down the long and massive hallway to the office of the guild's headmaster Garvius. Greeted by Garvius charming and pleasant secretary Loren, you are shown into a small waiting room filed with other people whom you all saw as part of the graduation ceremony from last night.

With a warm smile and in a polite tone, Loren says to you, "Mr. Garvius is presently with some important people but did expect your arrival. He should be done momentarily and will see you then." Though at the last part of her statement she cast a worried look at the closed door to Garvius's office. The room you are presently in is small but homey. Loren has directed you to a comfy chair that has 6 others circling the room. The office is well decorated with 2 pieces of art work on opposite sides of the room, a small potted plant, and a coffee table in the middle. On the table is a small plate of figure deserts of all kinds with a sign reading "To our waiting guest, please help yourself to a complementary snack. We will see you shortly."

More and more individuals you recognize come in and have the same line repeated by Loren, still casting a worried look at the door as she makes her way out of the room. Now present were five individuals awaiting their business with Garvius.

*Time Stamp: Tuesday, August 6th at 9pm central. All matters of roleplaying between characters, and the NPC Loren should be done before the time stamp's deadline. If by player agreement, the deadline will end sooner.*

[User] Mason is the first to arrive and while Loren is talking, he scopes out the room. When she's done he replies with a gruff,  "Right,"  and takes a pastry from the tray. He sits himself next to the plant and watches as the others enter.

[User]
 FANG

An adumbral figure draped in a long, flowing black velvet robe drifts into the room like an unwelcome shadow. People take notice of this figure and steer clear of him where ever he roams. Always unwelcome. Always unwanted. Such is the lot for a man such as he. Few knew of his curse but rumors abounded, as all such matters did in such a close knit community. The Warforged pulls his robe more tightly over himself, taking care to envelop the entirety of his ghostly ivory face under the cool embrace of the black hood. He barely acknowledges any mortal's existence, preferring instead to remain deep in thought.

[User] Gamal takes a beat to observe the others in the room and sits down next to a stern-looking guy in a middle seat. After another moment, he turns and says, rather friendly,   "So how long you been waiting here?"

[User] Mason eyes the newcomers, but when asked the question he replies,  "About one pastry."  He then eats the last bite and reaches for another.  "You at the ceremony yesterday, too?"

[User] Taking his lead, Gamal reaches for a pastry, saying,   "As there then as I'm here now."  Swallowing a bite, he adds on,   "A bit long-winded, don't you think?"

[User] "People gotta talk. Talking makes everyone feel like everything's normal. Someone talks enough he can make even a graduation ceremony feel like a life-time accomplishment,"  Mason replies. He bites into his new pastry and continues waiting for Mr. Garvius. He hoped there'd be an assignment for him behind those doors.

[User] Saeral slips quietly into the room. Noting the conversation in progress between the human and deva, she seats herself away from them and glances around, wondering when the headmaster would arrive and they'd find out what was going on. She wonders if anyone would mind if she snuck a pastry.

[User]
 As Dalinar arrived at the room, he hung back in the doorway, taking in the room before entering. He knew he was cutting it close, almost late to the appointed time. As he took in the room, he noticed that there was an Eladrin sitting a little apart from the rest of the group. Seeing her eye the pastries on the table, but not wanting to appear awkward, Dalinar decided to try our a new trick he'd learned from one of his training masters. Stepping over to the table, and hiding his actions from the Eladrin, Dal made up two plates with a small selection of the pastries from the table. Hiding the second plate under the first, he made a slight effort of will, and made the plate appear next to the Eladrin.

Dal walked over to a chair near her, and introduced himself before sitting down.  "Hello, there. You look familiar--did we train together at some point? I'm Dalinar--Dal, for short."  He smiled broadly as he took a seat.

[User]
 FANG

The Warforged looks around with a cool, icy stare as the mortals mingle. He half wondered if anyone had even taken notice of him but such thoughts were beneath a man with a divinely ordained geas. His hand drifted to the ivory bat symbol around his neck. He gently caresses the item as he continues his idle contemplations.

[User] "Well,"  says the Deva, extending a hand,  "I'm Gamal. You were the one whirling around with that axe and sword, right?"

[User] "Aye, and the long bow. Not spinning, but still a decent shot,"  Mason says as he takes Gamal's hand in his own. He shakes it twice and lets go for another pastry. He saw the others and their actions while he talked to the Deva. The big guy hadn't said a word yet, but the other human, the one with the tricks, he was starting to talk to the Eladrin. Mason wondered what Garvius had in mind for these five individuals.

[User] Saeral shifts her attention from the plate and pastry that were suddenly next to her to the human who had just sat down beside her.  "You do look somewhat familiar" , she says, and extends her hand.  "It's a pleasure to be formally introduced. I'm Saeral."

[User] Realizing he probably won't get much more conversation from Mason, he crosses to the big lonely looking guy, sitting two seats from him with a gap between. Gamal takes out some parchment and writes a note, passing it to the guy,   "I'm Gamal, whats your name?"

[User]
 Taking her hand and shaking it warmly, Dal replied.  "I do enjoy getting to know people."  Smiling warmly, he settled into his seat and began eating from his plate of pastries.

 "So, do you have any idea why we're here?"

[User] Saeral shrugs.  "I'm not sure, but the headmaster must have some reason."  She glances around the room at the other four gathered there.  "We are a rather unusual group."  Still studying the others, she begins to nibble at her pastry with a thoughtful expression.

[User]
 "CONFOUNDIT! I said the Guild will not do it Borius!", the group heard from the sound of Garvius's door. From the outburst it was sure enough to catch any one off guard. And, the tone ways less impressive. Shortly there after, Loren came running into the room hearing his voice on the other side of the door leading out into the main guild hall. Standing quietly she, for a moment, paid no mind to the others. Her expression was one of worry as she could only speak, "There at it again...".

In addition to Garvius's voice 4 other individuals could be heard inside carrying on a heated argument, but the voices were quite muffled now. Though Garvius could be heard throwing the occasional swearing word around...

[User]
 FANG

The Warforged looked into the eyes of the man named Gamal. Taking the parchment, Fang reciprocates the pleasantry,  "I am called Fang. I am pleased to meet you Mr. Gamal."  As he returns the note, the loud arguing can be heard off in the distance. The Warforged stares at the door, ***** his head and openly whispers,   "I wonder what that is about..."

[User] Saeral froze with her half-eaten pastry suspended in front of her mouth, straining her ears to try and hear what was going on in the Headmaster's office, to no avail. What, she wondered, was the Guild supposed to be doing, and who wanted it? And why was Garvius so determined not to?

[User] A grin spreads across Mason's face as Garvius starts with the colorful language.  "He's got the vocabulary of a Dwarven taskmaster, I see. I'm starting to respect him more and more!"  he says to no one in particular.


[User]
 The sun it at it's midday mark, shinning aboard the sea frigate on it's way to Oakhurst; a small and no name little town off the Sword coast. Few things take anyone out here it's only claim to fame are solstice festivals. Twice a year a peculiar sight takes place in the town square; the local goblin tribe comes to the town square to auction off an exotic fruit said to cure any ailment. The summer solstice falls upon the 20th day of Kythorn. It is currently the 18th and you should be reaching the town soon.

Balgruf Stormfist clutches in his hands a small parchment, he has read it several times since coming on board. He's also traveled a long way to reach the breezy shores of the western coast.

A letter to Brother Stormfist

 Spoiler
Brother Stormfist
You don't know me but we share a mutual friend. My name is Orgrn Silverstar, my twin brother was Olin Silverstar he joined the Shining Hand Monastery some years ago, he was there the day they attacked... I have since been looking for those responsible with no luck, at least until last month. I have discovered news regarding at least one of those involved with the massacre at the Monastery.

Though Brother Stormfist I regret to say that I have one request I must first make. I'm not long for this world, I have an illness the the clerics of the city cannot even cure. I can't even promise you I'll last through your journey west. There's a city not far from me and on your way, they say at every midsummer there's an auction held by mysterious benefactors for a mystical fruit that is said to cure any ailment. I must ask that you go retrieve the fruit for me it is my only hope for a cure. Enclosed are 80 gold pieces for the purposes of buying the fruit.

I can say no more at this time, but you must come meet me in the city of Waterdeep. I will be where Olin says he leaned of his destiny.

The other members of the group stand around the ship looking out towards the white cliffs of the northern shore of the Sword Coast. You are north of the Trollbark forest and south of the Lizard Marsh in the distance about three miles away you can make out the small glimmer of the coastal town.


[User]
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treesBruce Heezen initially interpreted his work on the mid-Atlantic ridge as supporting S. Warren Carey's Expanding Earth

Theory, but later withdrew his support

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[User]
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[User]
 After your escape, you find yourselves lost in the woods but somehow you guys managed to stay as a group maybe it is thanks to your training or maybe the bond you have with each other. The only thing you have is the equipment you had on you when you made the escape from the orphanage. The forest seems eerie quiet and you have not one yet noticed any birds or animals during your time in the woods.  The question is which direction will you go you can not go back as that just lead you to battle you can not win. Thier are only three directions you can go west, north or east but what makes it harder is the fact no matter what direction you look you see the same thing trees and more trees.  The problem that makes this even more unfortunate is there are things roaming the forest as well looking for food to eat.

 Spoiler: rolls needed

can everyone roll a spot and listen

ps: .sorry opening post kinda short

[User]
 X looks around, finding no comfort in the trees. He draws a dagger in his left hand, an axe in his right.    Bugger me, there's a lot of trees mate.    to no-one in particular, his harsh Aussie accent breaking the silence. Finding no clear landmarks, he puts in his two-cents.   We should 'ed north. Sooner we get the hell away from those f*ckers the better.

 Spoiler: Rolls

Listen:  (1d20+17)[ 36 ]
Spot:  (1d20+15)[ 34 ]

[User]
 "If this is some kind of final exam, I think they are taking it a bit too far..."  whispers the lean catfolk. Phead looks to X and nods in agreement,  "That works for me. For now, anyway."

 Spoiler: rolls

Spot  (1d20+18)[ 38 ]
Listen  (1d20+20)[ 27 ]

[User]
 Beargrom stood, silent and stoic in the darkness.

He was fine letting the others speak, they usually would do so first anyway, it allowed him a moment to think.

He nodded,   "Agreed. Movement, of any kind is preferable to standing and waiting for our deaths"   he said simply, he was a man of few words, and so when he spoke, you knew he meant it, as those were the few words he chose to do so with.

 Spoiler

  spot  - (1d20+3)[ 19 ]
  listen  - (1d20+3)[ 10 ]

[User]
 Sarceledere crouchs to the forest floor, letting the loose leaf litter run through her long fingers.  She straightens up suddenly, as if caught in some guilty indulgence, and looks around, the wind wisping at her loose hair.

  You're right, we should move.  The orphanage would have valuable supplies, but... well. Stick together, head out as a group.

She reaches her hand out to one of the larger trees, feeling the rough, ribbed bark, and then gazes skyward, letting her eyes follow the trunk up.

  Panicking people tend to flee downslope, and we have every reason to panic.  So we follow the contour of the slope for a while, until we get some distance.  Then find a tall tree, climb up, see where we are.

He hand drops back to her side.

  We'll need water, food, shelter.  In that order.  But yes, first we keep moving.

 Spoiler
Spot [roll]1d20+12[/roll]
Listen [roll]1d20+12[/roll]

[User] - Guys, seriously? -   suddenly the quiet lad raised his voice.   - "We are not helpless civilians caught in a cross fire. Zombies or no zombies, we are warriors raised from our childhood. Water? Food? Can't we, I dunno, magic it in? What we really need is a plan. And some info on what happened and what we can do about it."   The raven on his shoulder cawed mockingly, as if laughing at the big and strong group reduced to scavenging for basic needs.

[User]
 Hmm...Nature all around I can see nothing wrong with this.  Raises his hands up to his eyes as if mocking binoculars peering into the distance trying to deduce which way would be most appropriate.  I think we should head this way away.  Gesturing towards the sun.

 Spoiler
Spot-  (1d20+6)[ 23 ]
Listen-  (1d20+8)[ 16 ]

[User] X stands around inspecting the surroundings. He finds it difficult to understand why everyone says that the group should be moving, but no-one is. He turns back to the group.   Buggery! We can stand around yakking for yonks about what we should do, or we can 'ed north, the direction that is directly opposite of those god-damn face-munchers, and put some kays between us and them. I don't want to become brekkie for some decomposing corpse, so we should get a bloody move on. We can form a plan while we're moving.   With that, the halfling turns and begins walking north.

[User] Happy that someone is showing initiative Ukabur follows albeit reluctantly since it's not in the direction he had recommended.   So what do you guys think? Any suggestions or plans? I know marching in the opposite direction of the enemy is a good survival tactic but what are we going to do if we come face to face with them!?  Ukabur is clearly terrified at the suggestion of running into some corpses.

[User]
 Sarceledere joins the march, trailing her fingers along the bark of the trees she passes, as if she can't quite believe they are really there.

  If we meet more of what we saw before,   her eyes and words and bright and clear, but she's avoiding talking about what they had just seen,    then we should definitely be careful.  Out here we have better line of sight, more room to run...

A light breeze catches at her hair.

  ... and maybe, now that we're outside, and I have more to work with, I could whistle up a wind?    A tight furrow appears across her forehead as she mimes a short arpeggio.

  But is it likely that we will meet any more of those... things?    She asks brightly.    There was so little contact between the where we were and the outside world, it seems weird that the same effect would hit both.  I'd hope that we're leaving our troubles behind us.

She turns and walks backwards for a few steps, taking in the sight behind her, before turning back to tackle a potentially slippery downslope.

  I'm more worried about what we'll say to any people that we meet.  We don't know the first thing about where we are, we don't have any money, and we're really quite heavily armed compared to what's normal.  Or rather what I remember as being normal.

She falls silent for a moment, thinking.

  We could be mercenaries I suppose.  They're basically treated like bandits in many places though, and... we're a little young.  Maybe caravan guards, going home after escorting a merchant from a far-off land?    Her eyes sparkle at the opportunities for more of her fantastic stories.

[User] I agree that we need a cover story. But hopefully anyone we run into has encountered those things as well, a we won't have to explain.   X looks around. They may know what they're getting away from, but they still didn't  know where they're going. If someone could get above the trees to have a look...   Can any of you buggers fly?

[User]
 A shrug.

  No, but I can climb.

[User]
 Unfurling his wings Ukabur responds with a stern  Yes, However it would be best if we keep to the ground. I will just go up for a quick peek.  Peers around for a bit above the treeline for a bit and then returns to the group softly closing his wings and arms crossed Ukabur ponders for the best cover story.  Although i'm not particularly a fan of it being a band of mercenaries beats the alternative.

 Spoiler: Spot
[roll0]


[User]
 Coruscant, Jedi Temple, Hangar...

As instructed, the Palawan Consular named Litra Madro awaits her master  on the Seeker, the citadel cruiser that the Jedi  Council had modified for their mission.  The young adult Miraluka female helps the  Durese pilot named Briden thoroughly check  over all the ship systems.  She enlists the aid of her R2 astromech droid, which she playfully named Toodie.  She'd been saving every credit she earned since becoming a padawan to purchase the droid, something she'd always been interested in owning.  Knowing the value of such a droid to a mission like this, her master, and even the Jedi Council, had supported this desire of the padawan.  The Council always get a discount on droids since they purchase them in quantity.

Though she's  only known Briden since becoming a padawan, she has always implicitly trusted him, since he has been a  friend and trusted partner of her master for years.  She knows little  about him, other than her master had been instrumental in rescuing him  from slavery in his youth, and that he’s an excellent pilot.

She knows this is a very important mission, not only from what little her master told her, but from the fact that they have a cloaking device powered by one of the extremely rare Stygium Crystals installed on the Seeker.  This, among other enhancements not normally found on many ships, leads her to conclude that they’re about to embark on an extremely challenging and probably dangerous mission.  She’s convinced they will certainly face many dangers, in space, and on various planets and space stations they might visit.

Already somewhat excited to be assigned a mission, even if it is her master’s mission, these facts and her very active imagination build up her anticipation and exhilaration.  Briden also seems excited, though she thinks it’s mostly due to anticipation of piloting the highly modified ship.  He’d obtained this ship years ago through gambling, and her master had paid for the needed repairs to make it operational, thus becoming equal owner.  Briden had been piloting it for years, but not since all the fancy modifications the Jedi Council had approved and funded were installed.  Litra sits in the copilot chair and calms herself with some meditation for several minutes, remembering the words of her master to control her emotions, particularly in times when they are running high and affecting her thoughts.

Just as she centers her emotions, her master enters the ship…


[User]
 Cities.

Throughout all of history, as far back as time can care to remember, cities and their inhabitants have been key focal points in all of the world's most pivotal events. For it is in these realms of stone and steel that all stories can lay a claim. A hero, born in the slums, rising to save the realm. A magi, filled with such raging avarice by the prospect of rule, that they lay siege upon its walls, hoping to stride towards its seat of power and lay upon its throne. Or even the humble pilgrim, who's trolley of dishevelled colonists would lay their claims in what they deemed fertile soil, unknowingly setting the groundwork for grand stories a thousandfold and more.

Many grand cities have risen and fallen in the realms of Monara. But, in all of the manyfold eons since the gods wrenched the prime materia into form, no kingdom has ever stood brighter, or endured longer, than Soluna.

The origins of this staggering metropolis are unknown to all but the most steadfast of historians, many records simply forgotten as the millennia sped past. It is widely agreed that whoever set up a civilization here, on the cusp of the Iridian Ocean, and at the mouth of the river Magnus, likely did so specifically because of those two geographical factors. The area was lousy with fish and fresh water, and the combination of being a coastal city on top of being at the mouth of a waterway upon which many,  many  others converge made it quickly gain renown as the trading hub of the majority of the civilized world.

Of course, all of this happened almost 3000 years ago, and in those many forgotten centuries since, the city has grown to become the greatest in all of the lands. With a population of around 100,000 citizens, a city limit that encompasses more land than certain small duchies, and a flow of gold throughout its commercial and trade sectors enormous enough to make a Great Wyrm blush. In no small way has Soluna earned its ancient title: "King of Kingdoms".

But what is growth, without its malignancies? What is progress, without consequence? And where is light, without a grand, sweeping shadow, engulfing everything in its wake? Not here, in this, this most hallowed of city-states. For it is in the quiet corners of this great, walled nation that darkness festers. Crime, debauchery, and evil. These things all find a place between the cracks of Soluna's grand foundation. Cracks which have been forming since before anyone can remember, and have now grown so large that there is little anyone can do to stop it.

The kingdom lays in a worried state. The old King, Asternian, is dead. The cause is unknown, though old age was stated, and other, less tasteful theories are mentioned behind closed doors. Now, the young Queen, Solaria, has taken the throne. Wrenched free from her self-imposed exile in the wake of ending her older brother's short but mad rule upon the nation, and who was content to let her father rule again for decades to come, but for whom duty had called all too early.

The Queen's ascension makes this time in the city's life a very important one, for it may yet cause shifts in the withering frame of the nation that could either rectify its course, or send it plunging into the abyss. For Solaria does not see it fit to watch her grand and ancient kingdom die, much less so after ten years of watching it rot from within, under the guise of a commoner. The Queen is making plans. Plans to save Soluna and its inhabitants from the savage darkness that gnaws at its edges. Her will is taking many forms in this effort, but perhaps its strongest is also it's most unorthodox, and it's most audacious. A single woman, an Elf, scorned by the darkness on a deep and personal level, and hellbent on fixing all that has gone wrong. This simple soul has been granted the chance to light the darkness within Soluna, and raise the realm out from it's tragic twilight.

And into the Blazing Dawn.

  The alleys howl
The windows shake
The bright lights die
And madness takes
The people fear
For all but fear's sake
When the shadows come alive

A dark wind howls throughout a forgotten corner of the commercial district as those that dwell in the night enact  their dark intentions. There are old tales among the city folk that there are sections of the lower city that never see the light of day, the light obscured too fully by the mighty skyline above. And in places like this, it's hard not to believe them. For despite the time still yet being dusk, with the sun still a sliver on the horizon to the west, and the sky still set ablaze in majestic hues of crimson, this small remote block of warehouses between the commercial and industrial districts remains all but devoid of light.

And yet it is in this abysmal twilight that some men do their best work, as in the case of the group of a half-dozen or so brutish thugs that are currently relieving a particularly engorged storehouse of its rare and valuable wares.

As the mix of humanoid races work quickly to empty the area of anything worth more than the boots they wear out to remove them, a dark haired, sharply dressed human man, far and away a standout amongst the rather pragmatically dressed grizzled goons, stands watch over the whole affair. He speaks in a voice that is to the ear what a snake's movements are to a small mouse. Smooth and calming, to the point of almost being hypnotizing, but carrying an underlay of cunning and control that sends a shiver up the spines of those who can sense it.  "Come on, people. Let's keep it moving! Every second here is another second closer to someone ruining all of our fun. So, unless you want to wallow away in jail, or feel like you're willing to explain to the boss why we don't have the goods, I  suggest  you speed it up a little."  The mooks, for what they're worth, comply, and race to offload the material possessions into a cart behind the warehouse. A small humanoid, either a Gnome or a Halfling, though it could be either hidden beneath the myriad rags used as a makeshift hood and mask, walks past the charming man, only to be stopped dead.  "Hang on for a second there, friend."  The young human reaches into the open top of the crate the subordinate was carrying, and pulls out a beautiful golden broach. It's soft yellows glitter almost supernaturally, seeming to illuminate its surroundings by dint of its sheer wealth alone.

 "Niiiiice. Very,  very  nice."  The man and the smaller humanoid share a glance.  "...Did I say you could stop working? Get a move on!"  He points to the door, and the gang member rushes to complete their task. The wicked man smiles. Emerald eyes glittering with greed as he marvels at his personal take.

 "Gods, I love this job."

 Spoiler: OOC
Congratulations, Aisius, you are officially SOMEWHERE IN THIS SCENE! 😁

You can be anywhere in the immediate area, either hiding within the warehouse, or waiting outside. Any points of stealth you begin in are assumed safe until questioned, and we can just say you made any checks necessary to get there (unless it's like, literally standing on a vertical wall. Though you CAN be hidden in one of the boxes). As for the location, assume your standard D&D fantasy warehouse, full of large crates everywhere, and with rafters and roping above. Feel free to ask questions if you need any further information on the situation at hand


[User]
 Chapter two: New friends

It had been hours, but you couldn’t tell exactly how long, how could you? Sitting in the dark, along the outside of the jetty.

You and another, you forgot their name, but you can see him in the dark light, eyes reflecting what little light there was. They were scared, probably as scared as you.

The others, they…they had changed, most wouldn’t wake up, and then, when you thought about going out, leaving them, Jones had turned…into something, biting and clawing at the others. They bolted, not leaving any room for blood, or death.

Most everyone got out, Roberts had used you both into the jetty, locking the door, said he had forgotten something upstairs, but you never heard from him again.

You heard the sounds against the door, and it had calmed down, but…then the doors opened, you ran, hid, and stayed put. Perhaps they would leave you alone?

 Spoiler

esorscher & Auranghzeb, your characters are hiding, as described above.

The others, may attempt a spot/listen check DC 15 to notice strange reflections in the water to the sides of the dark water.

[User]
 "What is it, girl? Friends lost down here? Not like the scary ones outside?"

Sarah speaks as if to a Collie... but there isn't any dog around. Nevertheless, Sarah glances right over at the unfamiliar figures in the shadows and she waves.  "Who's there?"

[User] Hans Clark is no coward,   he thinks to himself as he steps out from the shadows. " Identify yourself, " he says, whirling his loaded sling in one hand, his shield in the other.

[User]
 Canguillem scrutinized the darkness and moved along the shadows cautiously, waiting to see the outcome.

 Spoiler: rolls
 (1d20+9)[ 19 ]  move silently

he didn't utter a single word but prepared himself to make darkness even deeper...

 Spoiler: ready action
if they show hostile intents casting wall of fog

[User]
 Fons
 "My name is Fons, though I guess that does not provide a lot of assurance."  Fons smiles.  "We´re alive. How about that for good news?"

"Are you alive?"

[User]
 He stepped out of the shadows.

 Yes... one could say that. But not really sure where... Is this place some kind of dungeon?

[User] " We're alive. State your purpose, so that we might know you as friend or foe, " Hans Clark says, not yet lowering his guard.

[User]
 Fons

Fons smiles.  "Let´s all calm down. There is a situation above ground that we´re trying to get away from. We´re hoping to use these tunnels to move to a different part of the city, that´s all."

[User] How coincidental,   Hans Clark thinks to himself, lowering his sling. " I'm calm. My name is Hans Clark, and I too have a situation above ground I'm not keen to return to, " he says, hinting toward his willingness to join them, should they offer.

[User]
 Fons

Fons nods understandingly:  "I assume you heard the explosion? All kinds of chaos broke out up there. Why don´t you join us? ...There might be safety in numbers at the moment."  Fons looks at his friends to see if they agree.

[User] " I can speak only for myself, but I find your suggestion suitable. " Hans Clark says, stepping forward to join the party. " Do any of you need healing? Pelor's light shines through me, when He chooses. "

[User]
 Canguhillem rolls his eyes and thinks to himself  a pelorite, what a bore
 Allright, the needs at the moment make it suitable to join. Any idea how to get out?

He looks around trying to figure out where in the city they may be...

 Spoiler: knowledge
Knowledge local??  (1d20+9)[ 16 ]

[User] Seeing that someone else does the talking,  Kara  has mostly just waived to the newcomers in the beginning. Then, when the others have committed to become group members, she offers them her name:  "Hey, you can call me Kara."  She smiles a winning smile.

[User] "And I'm Sarah. Did you live upstairs? Do you know where this tunnel leads?"

[User]
 Spoiler: OOC
If I'm interpreting what was posted OOC correctly, then...

" Yeah, we can lead you out of here, " Hans Clark says, confident in his ability to retrace his steps back to the surface. " How did you all get down here, then? "

[User]
 We?
Says Canguillem...
His eyes full of resentment with Clark. Why is he giving this information to unkown people...

 I have no idea where we are...

This guys could be anything, spies sent to eliminate their band.

He didn't know much about Hans Clark, but whe didn't suspect he was so naive.

 Spoiler: OoC
If I make Canguillem too much of an AS$H0%E let me know

[User]
 Fons
 "We came here through a door in a cellar of the house we were hiding in. The streets are full of abominations looking to feed on human flesh, so we figured this was a better place to be than up there."  He looks around and decides he is not an underground type of guy.  "We can´t stay here forever, tho....so it would be great if we could get out. Somewhere else."

[User]
 As you discuss how and what is going on, several of you hear some strange sounds, but its too late! undead hands slap against the wooden jetty as well as the stone edge, pulling and heaving undead monsters of different kinds, their skin almost dripping off their bones from being water logged, several skeletons pull themselves up from the watery depths and turn their heads towards you all, as if they were surprised you were here. Their eyes dance with a green eldritch light.

 Initiative

 Canguillem
 Saul
 Fons
 Monsters
 Hans
 Kara
 Sarah

 Spoiler: Map

Canguillem, Saul, and Fons are up, then the monsters, and then everyone.

[User]
 Fons

Fons reaches deep inside, calling on his inner beast. Then, he moves 10 feet northwards.  "Watch out! Step back!"

 Spoiler: Actions

Swift:  Claws of the beast , 1PP
Standard: Activate psionic meditation: crown (+3 natural armor to AC for 1 hour)

AC is now 19