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[DnD 4e PbP] A Dragon, A Princess, and Adventure [WORLD MAP]
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At this point as a group you need to decide whether to just leave them to the justice system and go on with what you know (the bandits saw a dragon or something to the north of the city) or you can try and figure out a way to make the beserker trust you, for example by carrying out his demands, of course that may go against the groups alignment.
I just don't want you guys to think that the bandits are the only way to continue.
You cannot tell from just by looking at him, but you feel pretty sure that the guards would have said something if they knew him. In addition he has a slightly different speech pattern than the locals, but that is not unusual as travel between the Kingdoms is not restricted, except to the North and it is watched somewhat in the west.
Knowledge 15 or Streetwise 20 to identify his background (from hair, eye colour, skin tone, speech, etc.)
Streetwise: 1d20+7=10
History check: 1d20+9=25
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Digging into his memory Otter recalls that people from the west usually have dark hair and a darker skin tone. His speech is slightly slurred as is the speech of the west, although from the lack of a strong accent and from the fact that his skin tone Otter would most likely place the beserker as being from a border city between the Western Kingdom and Crystal Kingdom, on the edge of the desert most likely, or possible one of the near border oasis.
Bratr, if we did question the others, could we just do a single skill check? So we can get on with more deeds of daring do.
Although it will still take time, I mean at this point you are lighting candles, casting magic lights, and the guards want to sleep etc.
"Capitan, take this fool and his comrades to the cells. Tell the jailer to charge them with Banditry, and attack against my royal person. Thank you for your assistance, you serve your king well."
So we start traveling north tomorrow.
The party emerges from the guardhouse with mixed emotions, they had failed to get information out of the beserker, but had brought the bandits to justice. The day had brought a wealth of information and a direction to their mission but it ended on a sour note. Dealing with failure is a part of life that one doesn't really want to encounter.
The moon shines down, ligthing their way, the night watchmen nods to them, acknowledging their presence, he stands, partially supporting himself with the halberd he holds. He isn't all that much different from the guards that were a part of the bandit group.
Once again I guess we can do the free RP to get to bed and then morning actions can follow immediatly. I'll take it as a sign that you are ready to go when you gather at the Palace and visit the king all as a group, till then you can split of as you like, go have adventures in the night if you want to :P
"I will see you in the morning friends. I do not think I will be able to rest tonight."
William goes to the kitchen and request a pot of strong tea and some bread and cheese be brought to the Library. There he spends the night studying. Trying to find something to give their quest direction, some chance of it succeeding. Maps of the north, anyplace that might serve as a dragon lair. Tales of oracles, wishing wells, scrying orbs, divine intervention. Flying machines, magical abilities that grant flight. Other beast that can fly, if any are mountable. Deep into the night he dozes off, and is found asleep at a table full of old books and scrolls.
Going to assume History=Research
8 Critical Fail
I am going to say the Prince doesn't get an extended rest this night. He is tired, but young and strong and eager to start the journey.
Ready!
Stats:
Prince William Lancaster
Commander's Strike
Inspiring Refrain
Majestic Word
Majestic Word
Slayer's Song
ZELLAN:
As Zellan kneels in prayer a warm sensation fills him. It is as if the roof had opened up and a beam of light were shining down. Perhaps it is an answer to his prayers.
ERDAN:
The young messanger, Ike, just barely controls his excitement, he has always wanted a chance to deliver an important message, and this was from the archery instructor and Ike had heard that he was a hero heading after the princess. The careful way in which the youth handles the letter assures Erdan that it will arrive safely.
The messenger does feel a twinge of fear as Erdan tells him to ask Uno, as he is known, to accompany him. Still he felt strong desire to fulfill his duty, and left quickly to go even that evening to set things up with the old guard.
Alkey sort of took care of William, as long as you took only one search check you still get an extended rest, afterall I mean you guys left the interrogation maybe 1-2 hours after sundown, so even with another 2 hours of searching through maps you'd have maybe midnight, so it all depends on when people would feel compelled to wake you. But its really up to you, you can spend another 2 hours researching to get another history cehck in place of an extended rest. The party is expected to leave about noon I believe I said.
!ready
sorry for failure >_<
!ready
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DAY TWO: SETTING OFF
The party assembles in the hall in front of the King’s throne room. Their packs lay on the floor, forgotten for now, soon however they would become a constant burden on the long journey ahead. You stand waiting for the King, he definitely takes his royal time getting ready. Finally the large double doors open and the King dressed in dark robes of mourning strides out. His face looks haggard, it looks like he had been weeping. Dark circles under the King’s eyes reveal he slept little if at all. You bow respectfully and he acknowledges you with a nod. Too tired to waste energy on many words he simply says.
“Thank you. Shall we?”
And he motions down the hall that leads out of the Keep.
You emerge into the morning sun to the sounds of cheering people. As you look at the hundreds of people gathered you feel like the entire city has shown up to see you off. The King walks forward and raises his hands, calling for silence.
“Citizens of this fair city, yesterday a tragedy occurred. As many of you have no doubt heard, my daughter, princess Alice was snatched from her room by a terribly beast. Do not fear however; do not tremble even in the face of such an evil, for we have within these walls HEROES!”
The king gestures grandly with his left hand at You. The crowd roars and applauds.
“They will set forth this very day to rescue my daughter or die trying.”
Here there is a more slow and uncertain reaction as they realize what will probably happen to the “heroes” when they meet the monster that dwarfed the castle.
The King leads a procession with drums and guards that takes you to near the North gate. There the procession halts, for their last good bye.
< If you wish make a last good bye in your post and I’ll add it here>
Then You set off exiting the gate, only two guards who stand by the gate and a handful of curious villagers can see them progress north words. The king and the procession turn to return to the castle, the king has to keep the city and the kingdom running; he has done his part, it is up to You.
One set of eyes is slightly irregular, almost feline in nature.
PURRRRRRRRRRRR
Just some pre-emptive info: From the maps you can see several choices North wards
a) try travel as the dragon flies, trying to find signs of its passing
b) head along the road to the north then onto a smaller but still oft travelled path which passes through several small villages before reaching the border, there are 3 castles on the border with the North.
c) Alternatly going by the main road which takes longer and goes through the city of the kings primary rival.
Prince William Lancaster
Commander's Strike
Inspiring Refrain
Majestic Word
Majestic Word
Slayer's Song
Perception: 1d20+13 = 31
Broken branches on the tree near the carcass, imply that the dragon probably attacked the deer when it came to the small clearing. Comparing the broken branches on a few trees to the north, it appears that the creature, weighed down by something had misjudged the height of the trees and brushed alongside them during take-off. The forest a short distance north yields no tracks, it truly appears that the creature had been flying. Still even a flying creature would leave marks of its passing, and Erdan picked up on one such clue. It was when he returned to the clearing to and he glanced back at the trees to the north when he saw the light reflect of a small object caught in the branches. From the ground it looks square-ish and shiny.
The shiny object is about 15 ft from the ground. The tree has plenty of branches after about 6 feet of bare bark. (Climb 15 for first 10 ft, then lots of branches so Climb 12).
Or you can use some other method to retrieve the item. Or you can ignore it.
(How much do you guys like/dislike the fact that I pose several options. Is it restricting you, would you rather I jsut write story and let you figure things out?)
Athletics: 1d20+5 = 25
Athletics: 1d20+5 = 17
Nature: 1d20+11 = 29
Also I like how William says,
Considering that as dragons grow, they must shed old scales as they grow newer ones it is possible that the dragon as the evidence seems to imply, may be leaving behind a trail, a very hard one to follow, as it is such a tiny object, but a trail nonetheless.
Ready!
Nothing to contribute here, so !ready to keep tracking I guess.