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<blockquote data-quote="TaranTheWanderer" data-source="post: 9708856" data-attributes="member: 15882"><p>[SPOILER="EVERYONE"]</p><p>Okay! because most of the group failed stealth (one with a 1) threat goes from 3 to 4</p><p>Alertness 4/8</p><p>Passive Perception checks for zombies is now (8+4)=12</p><p>Rolling for random encounters:<a href="http://roll.coyotecode.net/lookup.php?rollid=298815" target="_blank">random encounter 4/8: 1D8 = [7] = 7</a> Luck is on your side!</p><p>[/SPOILER]</p><p>[HR][/HR]</p><p><strong>Cyrick's Silver Pendants</strong></p><p>Caer cringes as the two warriors, laden with armour and weapons come stomping and clanging along behind. Just as they are about to move past from behind a picnic table, past two unsuspecting zombies, a crash of thunder rolls through the clouds, covering the sounds their movements.</p><p></p><p>This is a permanent wooden, open air stall about eight feet by twelve feet with a canvas roof. Inside are wooden crates and several locked displays are standing out. Various pendants, lay out in the open and most are hand-crafted silver. Some are crystals decoratively set in silver clasps, others are lockets and some are plain silver chains. Every holy symbol except those of the most vile gods are displayed. YThere are prices on small tags on each. Some range from a few silver while some, locked in the cabinets, are fifty to one hundred silver. You could easily fill your pockets. Even the ones locked in the cabinets would be easy to take by grabbing the entire drawer. There are six glass, locked drawers.</p><p></p><p>The child hiding is only about four human years, although it's difficult for Caer to really pin down the age of humans. Her face is tear streaked and dirty and there is terror in her eyes.</p><p></p><p></p><p></p><p>It seems she didn't realize Caer was there and, as soon as he arrives she jumps,</p><p></p><p><strong>"No, no, don't eat me!" </strong> She pleads, crying. She pushes herself as far under the stall, into a small crevice between crates as she can fit, making herself as small as possible.</p><p></p><p>She's making an uncomfortable amount of noise and you are woefully exposed.</p><p></p><p><em>(pretty good picture, except the girl is INSIDE the stall)</em></p><p>[ATTACH=full]411781[/ATTACH]</p><p>[SPOILER="GM"]</p><p>This is a social challenge.</p><p></p><p>[SPOILER="TL;DR"]</p><p><strong><u>TL;DL</u></strong></p><p>1. Each person Decide what you are doing first: Helping calm the girl <strong>or</strong> looking at/grabbing loot.</p><p>(your action can be an aid action to give someone advantage on any roll, obviously)</p><p>2. Make your roll (this action takes 1 minute)</p><p>3. Pray.</p><p>[/SPOILER]</p><p></p><p>If you want to rescue her, you have to convince her to come with you. More importantly, you need to convince her to BE QUIET. You are, literally, in the middle of the market and not in a building. You could try knocking her out but that would automatically be noisy and it could kill her unless you have some non-lethal way of doing so.</p><p></p><p>Or you could leave her. Your choice.</p><p></p><p>I have a system for changing her attitude that I won't explain here.</p><p>Her attitude is currently Uncooperative.</p><p></p><p>But basically,</p><p>It will take 1 minute and it's a DC 12 with an appropriate check. The better you do, the more cooperative she'll be and the less time it will take. You can't crit fail or make it worse but you things will <em>definitely </em>get worse if she doesn't quiet down.</p><p></p><p><strong>Loot: If you choose to just grab stuff, I'll roll randomly to see what you got. You can each grab a drawer of the most expensive loot. </strong></p><p></p><p>If you want to be picky and find<em> THE BEST</em> stuff, it will take more time.</p><p>- Any appropriate check to identify useful or valuable things takes 1 minute</p><p> Investigation, arcana, history and nature checks will all give you different information.</p><p>- Every minute I roll a perception check for zombies - which, obviously, will be easier to make if the kid is crying.</p><p>[/SPOILER]</p><p>[HR][/HR]</p><p><strong>Cures & Curiosities</strong></p><p>The three of you make it to the rooftops without any problems and the chickens go along their way. You have to jump from one rooftop to the adjacent one but the span is only a couple feet and even Benny can do it.</p><p></p><p>You notice that there is a small balcony just outside a dormer window that leads to a second floor of the shop. There isn't much about the second floor: it's simply a balcony that has a desk with papers and a railing that overlooks the first floor.</p><p></p><p>The window is unlocked - which is good because, as you look through to see the scene below, you see that the front door is barred and there is a table pushed against it. More concerning is there are people there, lying unmoving on the floor. One person is near the table, by the front door. You would almost think they were sleeping. There are several broken potion bottles on the ground and a strange fog hangs low to the ground, just above them. The room is still and quiet.</p><p>[HR][/HR]</p><p></p><p><em>Obviously, add a second floor balcony looking down on this room with a set of stairs going down. One person has their head on backwards - that is an AI thing.</em></p><p>[ATTACH=full]411782[/ATTACH]</p><p>[SPOILER="GM"]</p><p>Make an appropriate roll Only look at what you succeed in please!</p><p></p><p>Perception DC 15: [ISPOILER]The fog is touching the people and moving slightly. [/ISPOILER]</p><p></p><p>Investigation: DC 15: [ISPOILER] It looks like the person near the desk was trying to push it away from the door before they stopped moving.[/ISPOILER]</p><p></p><p>Medicine DC 12: [ISPOILER]the people are dead. Recently.[/ISPOILER]</p><p></p><p>Arcana DC: 15:[ISPOILER] While a broken potion could kill people, it wouldn't linger this long.[/ISPOILER]</p><p></p><p>Religion: DC 15 [ISPOILER]The mist could be undead.[/ISPOILER][/SPOILER]</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 9708856, member: 15882"] [SPOILER="EVERYONE"] Okay! because most of the group failed stealth (one with a 1) threat goes from 3 to 4 Alertness 4/8 Passive Perception checks for zombies is now (8+4)=12 Rolling for random encounters:[URL='http://roll.coyotecode.net/lookup.php?rollid=298815']random encounter 4/8: 1D8 = [7] = 7[/URL] Luck is on your side! [/SPOILER] [HR][/HR] [B]Cyrick's Silver Pendants[/B] Caer cringes as the two warriors, laden with armour and weapons come stomping and clanging along behind. Just as they are about to move past from behind a picnic table, past two unsuspecting zombies, a crash of thunder rolls through the clouds, covering the sounds their movements. This is a permanent wooden, open air stall about eight feet by twelve feet with a canvas roof. Inside are wooden crates and several locked displays are standing out. Various pendants, lay out in the open and most are hand-crafted silver. Some are crystals decoratively set in silver clasps, others are lockets and some are plain silver chains. Every holy symbol except those of the most vile gods are displayed. YThere are prices on small tags on each. Some range from a few silver while some, locked in the cabinets, are fifty to one hundred silver. You could easily fill your pockets. Even the ones locked in the cabinets would be easy to take by grabbing the entire drawer. There are six glass, locked drawers. The child hiding is only about four human years, although it's difficult for Caer to really pin down the age of humans. Her face is tear streaked and dirty and there is terror in her eyes. It seems she didn't realize Caer was there and, as soon as he arrives she jumps, [B]"No, no, don't eat me!" [/B] She pleads, crying. She pushes herself as far under the stall, into a small crevice between crates as she can fit, making herself as small as possible. She's making an uncomfortable amount of noise and you are woefully exposed. [I](pretty good picture, except the girl is INSIDE the stall)[/I] [ATTACH type="full" alt="market stall.png"]411781[/ATTACH] [SPOILER="GM"] This is a social challenge. [SPOILER="TL;DR"] [B][U]TL;DL[/U][/B] 1. Each person Decide what you are doing first: Helping calm the girl [B]or[/B] looking at/grabbing loot. (your action can be an aid action to give someone advantage on any roll, obviously) 2. Make your roll (this action takes 1 minute) 3. Pray. [/SPOILER] If you want to rescue her, you have to convince her to come with you. More importantly, you need to convince her to BE QUIET. You are, literally, in the middle of the market and not in a building. You could try knocking her out but that would automatically be noisy and it could kill her unless you have some non-lethal way of doing so. Or you could leave her. Your choice. I have a system for changing her attitude that I won't explain here. Her attitude is currently Uncooperative. But basically, It will take 1 minute and it's a DC 12 with an appropriate check. The better you do, the more cooperative she'll be and the less time it will take. You can't crit fail or make it worse but you things will [I]definitely [/I]get worse if she doesn't quiet down. [B]Loot: If you choose to just grab stuff, I'll roll randomly to see what you got. You can each grab a drawer of the most expensive loot. [/B] If you want to be picky and find[I] THE BEST[/I] stuff, it will take more time. - Any appropriate check to identify useful or valuable things takes 1 minute Investigation, arcana, history and nature checks will all give you different information. - Every minute I roll a perception check for zombies - which, obviously, will be easier to make if the kid is crying. [/SPOILER] [HR][/HR] [B]Cures & Curiosities[/B] The three of you make it to the rooftops without any problems and the chickens go along their way. You have to jump from one rooftop to the adjacent one but the span is only a couple feet and even Benny can do it. You notice that there is a small balcony just outside a dormer window that leads to a second floor of the shop. There isn't much about the second floor: it's simply a balcony that has a desk with papers and a railing that overlooks the first floor. The window is unlocked - which is good because, as you look through to see the scene below, you see that the front door is barred and there is a table pushed against it. More concerning is there are people there, lying unmoving on the floor. One person is near the table, by the front door. You would almost think they were sleeping. There are several broken potion bottles on the ground and a strange fog hangs low to the ground, just above them. The room is still and quiet. [HR][/HR] [I]Obviously, add a second floor balcony looking down on this room with a set of stairs going down. One person has their head on backwards - that is an AI thing.[/I] [ATTACH type="full" alt="potion shop 2.jpg"]411782[/ATTACH] [SPOILER="GM"] Make an appropriate roll Only look at what you succeed in please! Perception DC 15: [ISPOILER]The fog is touching the people and moving slightly. [/ISPOILER] Investigation: DC 15: [ISPOILER] It looks like the person near the desk was trying to push it away from the door before they stopped moving.[/ISPOILER] Medicine DC 12: [ISPOILER]the people are dead. Recently.[/ISPOILER] Arcana DC: 15:[ISPOILER] While a broken potion could kill people, it wouldn't linger this long.[/ISPOILER] Religion: DC 15 [ISPOILER]The mist could be undead.[/ISPOILER][/SPOILER] [/QUOTE]
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