This is the in game thread for the D&D game I'm running. As such, while I can't prevent any of you from posting in it, I'd kinda prefer it if you didn't, or at least not, y'know, a whole lot. I'm aware that it's SE++ and all that, so it's not like I'll be an ass about it, but if you wanna shit all over a thread, go find a different one please.
With that said, may I present:
The Siege of Nifbludheim Brewery
Our players are as follows:
Bruin Barrenstein, the shaman- Rank N. Phile
Diggin Deeper, the warlord- Arsen Icseven
Brunei Bahrain, the fighter- Cos “Micsom†Brero
Graniton Bedrock, the warlock- M. Elding
[strike]Seven Shots, the monk- Dea D.[/strike]
St. Arnu Oudenaard, the invoker- Horace S. Hoe
Darkrock Granitehill, the rogue- St. Ale
The adventure begins...
You, a hard working dwarf doing your hard work in the hard working dwarven city of Nifbludheim, are summoned from work by the king of the city, who is calling the top members of the city militia to arms. Coincidentally, you're one of the top men of the militia, so you do your dutiful dwarf duty and go to see the king at his kingly and dwarfly palace. Greeted by a dwarven butler/manservant, you are led into the War Room, where the king sits at a table, with plenty of seats for you to sit in as well. You choose one of them, alongside five of your other dwarven compatriots, and the king begins to speak.
“The Nifbludheim brewery, as you all know, is a world famous brewery, our pride and joy. As such, we keep it very well protected, under a number of magical wards to prevent unlicensed entry, that is, entry by those other than the brewmasters, and of course St. Arnu as well. These wards, although created by our finest dwarven wizards, are imperfect, and this morning, the brewmasters, in monitoring the wards, noted that they had been removed. They fled the brewery to a great deal of rumbling, fearing the worst. The brewery has since been barricaded shut, and we are authorizing the lot of you to break your way in and destroy whatever it is that took down our wards, as well as any other creatures that have snuck in in the process. Sound good?â€
Posts
fuck fuck gotta wrap up my homework, gimmie an hour
Take your time dude, it's play by post with like six players, everything will take forever
He scratches at his once before clearing his throat to speak.
"Aye, That is quite the mighty offer there My lord, but what may we expect in return for helping restore the brewery to it's workable state after throwing our selves into the way of untold horrors?"
The warlock fall silent once more, hoping that the impromptu tour of the brewery is far from the only reward.
rolled an eight, plus 6. 14 total. if it is. ignore this if it isn't.
Sitting back in his chair, Brunei folds his arms across his chest, looking pensive. "Ye say ye don't know how yer wards disappeared, aye? Is it possible one o' yer workers might have sabotaged them? Also, forgive me for my ignorance, but who is this St. Arnu?"
St. Arnu, for the record, is one of your compatriots. You'd be familiar with him, this isn't that big of a city.
Coughs once as an excuse to give his beard a once over.
"Ya have my services for the important task is what I'ma saying, hopefully this lot sees the importance too."
"The stone grumbles of ill tidings. By my very beard, there's surface dwellers' mischief afoot. If any of you lads are planning an invesigation, you'll quickly meet a disastrous end if you're not cautious. Bongo and I will join your expedition to help lend my services to it, and may Grumbar have our backs."
With that, he settles back against the wall, nodding to his invisible bear companion and searching the shadows as if listening for whispers.
"...anyway, I says we dig in from above!"
Secret Satan
The Brewery Saint flopped his portly self back into his seat.
"Excellent biscuits, by the way."
Level 8 Dwarf Invoker
Init +6; Senses Perception +9
Defenses AC 23, Fortitude 21, Reflex 19, Will 22
HP 56; Bloodied 28; Surge Value 15; Surges/Day 10
Speed 5 squares
Melee Basic Magic Warhammer, +8 vs AC (1d10+2) or
Melee Basic Unarmed, +5 vs AC (1d4+2) or
Special Attacks Armor of Wrath, Rebuke Undead
Special Actions Action Point, Second Wind
Invoker Features Channel Divinity, Covenant of Wrath, Ritual Casting
At Will Exploits Divine Bolts, Vanguard's Lightning
Encounter Exploits (attacks) Astral Terror, Chains of Carceri, Invoke Obedience
Encounter Exploits (utility) Demand Justice
Daily Exploits (attacks) Binding Invocation of Chains, Icon of Terror
Daily Exploits (utility) Shroud of Warning
Abilities Str 13, Con 18, Dex 10, Int 14, Wis 20, Cha 8
Feats Invoker Defense, Resonating Covenant, Scouring Wrath, Coordination Explosion, Implement Expertise
Skills Acrobatics +3, Arcana +6, Athletics +4, Bluff +3, Diplomacy +3, Dungeoneering +11, Endurance +14, Heal +9, History +11, Insight +14, Intimidate +3, Nature +9, Perception +9, Religion +14, Stealth +3, Streetwise +3, Thievery +3
Possessions Adventurer's Kit, Ritual Book, Rod of Resurgent Valor +2, Rebuking Finemail +2, Amulet of Physical Resolve +2, Belt of Vigor (Heroic Tier), Magic Warhammer +1, 2 Potions of Healing (Heroic Tier), Rod.
Background: Religious Scholar ("Characters of War", Dragon #366)
Saint Arnu is currently the chief religious advisor to the Nifbludheim Brewery. Among his many duties are to make sure that the proper rites in the brewing of beers, barleywines and whiskeys are made, that kegs or bottles are marked correctly, and that the holidays of important deities are observed from every process... starting with the selection of grains to the uncorking of kegs. In the sacred Brewery there is not a barrel he has not blessed, nor bunghole he has not tapped.
The Brewery Saint must ensure that each keg has just enough Wrath within it. Too much or too little and you might as well drink piss. Which, coincidentally, is the punishment for Inebrial Sins (the highest eschelon of transgressions).
The king seems satisfied, and begins to pack up his things, which mostly involves going back to eating his lunch.
But for spirits...well...we need some SPIRITS! Isn't that right Oudenaard! AH HA!"
*Diggin delivers a jovial pat on the back to the up tight dwarf*
Horeshoe, I think that's a wonderful character idea, btw.
Secret Satan
"A'ight then, let's be away. My axe is keening for blood, and who knows what those nasty beasties are doing while we sit around chatterin' like old maids?"
Later, after lunch...
"Excellent. Let's be off then."
(Bruin eats 2d6 pieces of lunch.)
Brunei pounds his fist on the table. "We canna try any biscuits because you've eaten them all!"
"Well? Do not tell me you do not remember how to find your drunken way to the brewery. I'm sure you've been past it a thousand times. Get moving, there could be someone in there stealing the beer!"
A series of affirmative nods and grunts, followed by loud gasps and groans came from the table has the Brewery Saint stood up.
"Oops. Sorry, that one was me. I've got a gluten intolerance but can't resist biscuits. Silent but deadly, it was."
"Well, that's one less automaton spy among our numbers," the mighty warrior said, dusting off his hands. "I do love it when their secret self-destruct keyword is a word in common parlance."
"One for the road! Lets be off to wash this down with a little beer, then."
Secret Satan
With that the warlock grabs his things and heads out, more to get away from he crazies then to actually get started on solving the mystery of the brewery.
Bruin gives a sidelong glance at the king.
"Ya don't expect us to believe that all the ale you got is kept in the mines, do ya? A bit of the ol' brain grease sure would put us in a marching mood, I reckon."
Gradually, you all manage to find your way to the front of the brewery. A large stone sign reads "NIFBLUDHEIM BREWERY: BREWERS OF FINE ALE AND SPIRITS" above a pair of two large, heavy looking oaken doors with iron bands, which are closed tight. The walls are all hewn stone and brickwork, of the fine dwarven craftsmanship you would of course expect, and a number of carved stone figures of dwarves drinking and brewing are worked into the stones around the doors.
"You will find ale a-plenty within the brewery, and perhaps the brewmasters do not keep perfect stock of things. Please, just take the damn thing back. We keep our recipes in there! And our secret ingredients! And other valuables I imagine, I do not go back there much myself."
perception (+15) or dungeoneering (+12) check, whichever you think is most appropriate
result=17+applicable bonus