Dungeons Deep OOC

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Dusty Trails

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Torchbearer Rulebook said:
"This is a grim land. Summers are short. Winters are long. The towns are overcrowded. Food is expensive. Guilds control trade. Nobility control the taxes. Priests pray for our damned souls.
Out there, beyond those walls, are beasts, bogies, monsters. They inhabit the forests, live under the fields, dwell in the ruins of our burned-out fortresses. They kidnap the lone wanderer, harry our caravans, and when they are bold, they attack our towns.
This land is wild, untamable, and in it we struggle to survive. We who thought we could conquer it, subjugate it—we are guests here, our days numbered.
Our forebears succeeded in wedging a toehold—a small point of light in a vast, weird darkness. Their hubris led them to believe they had won, that victory was inevitable. But they were wrong. The forests fought back. The mountains rebelled. The seas heaved in protest. Things issued forth from crevices and caves; the foam and fire spat forth a writhing, crawling answer to our fathers' "conquest." We fought them. We banished them. We flung spell and prayer at them. But they came like a creeping tide, forcing us steadily back.
So now most of us crowd into our walled towns and make do with what's been given to us. Some hardy folk brave the long nights and, far behind our defenses, work the soil at dawn. A few of us—those with nothing left—take up torch and sword and stride forth into the dark wilds.
For underneath the roots are the ruins of those who came before us. Layers of foolhardy civilizations crumbling atop one another like corpses. Each thought they could conquer this land. Each failed.
But in failure, they left us hope. They left us gold, artifacts, secrets, knowledge. Those brave or foolish enough to bring back these treasures are richly rewarded. Those successful enough can even can rise above their station.
Thus, we can become heroes. ...if we survive."
From the Torchbearer roleplaying game, which this is inspired by.

So in this roleplay, we're taking on the roles of adventurers, though not really in the heroic sense of the word. Adventuring isn't exactly your dream job, and you're mostly doing it because you're desperate. Maybe your family had too many kids and left you to fend to yourself, maybe they're dead, maybe it's something else. The point is, you're not the most well-off fellow. You don't want to be the slave of some nobleman, and the churches might've given you a holy symbol and some bread before telling you to go out and preach or something. You scrounged together what little money you could and bought some gear: rations, weapons, armor, tools, supplies. Here you are at the town gates after meeting in the local inn, ready to head out.

For now, let's start off with the basic fantasy races (humans, elves, dwarves, halflings, etc. Stuff you'd find in a Tolkien novel or a D&D Rulebook.)), though there may be opportunities for other races later. Remember that you're by no means rich, so you'll have some pretty crappy starting equipment, even a warrior will probably have leather armor at best. Anyways, jump in and Have fun!

You can find the IC thread over here.

~The Party~

Player Name Gender Age Class
Inquisitor Dust Markus Male 19 Fighter
Blue jay Colette Female 20 White Mage
Boss Frost Toma Male 19 Thief
Raitoningu Serei Female 16 Multiclass
AAB Pieter Male 23 Tailor
Kriodine Trae Male 16 Drow
Bitterblue Emma Female 17 Fighter
Adventure #1: Fort Hendrei
Our band of adventurers, fresh from whatever life they've lived in the City, are preparing to visit an old fort at the edge of the woods. Supposedly there is an untouched stash of treasure beneath the fort. What dangers could possibly await them?
 
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Player Name Gender Age Class
Inquisitor Dust Markus Male 19 Fighter
AAB Pieter Male 23 Tailor
Phi Chisym Trae Male 16 Drow
Bitterblue Emma Female 17 Fighter
Phi Chisym Vivian Female 17 Illusionist
VanraMoonlight Sashra Female 19 Bugbear
Damien Nyr Unknown Male Adult Humanoid
 
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Summary Page
Maintained by Phi Chisym & Damien Nyr

We Are Still Taking New Characters!
It's a Great Time To Jump-In NOW!

Our charries are about to leave a small down, traveling on foot to Fort Hendrei. If you want to be a charrie they befriend on the road, or one that brings trouble at their feet and altering their destination plans, then let us know! We'll be happy to play with your twisted plot bunnies!

Adventure #1: Fort Hendrei
Our band of adventurers, fresh from whatever lives they've lived in the City, are preparing to visit an old fort at the edge of the woods. Supposedly there is an untouched stash of treasure beneath the fort. What dangers could possibly await them?

Act 1 Scene 1: Gather and Depart
Markus stood at the gate of the town, preparing to head out to seek adventure along with the few new companions he'd found with the same plans in mind. Their first stop was Fort Hendrei - a small fort on the edge of the forest; an half a day's travel by foot. Toma, the thief in the group, gave Markus a thumbs-up; ready to follow. Colette, after leaving the church, had found the small band of adventurers and caught their attention, offering her assistance for a few coins.

Toma asked if she knew magic, and him and Markus welcomed her to the group. After introductions and answering Toma's question, Colette asked where they were heading off to. Instead of gaining an answer, Toma bounced off the walls, excited that she knew magic and telling her about his poor skills in thievery. Markus revealed his map and fulfilled Colette's request, expressing how he's heard that the fort was to house some loot that wasn't taken before.

Serei, after another nightmare-filled night, had to fight her way out of an unpaid for room, jumping out of the second floor window to make her escape. Running away, she ran across the novice group of adventurers and realized they were her ticket out of town; to blend in with this group to avoid getting caught. So, she offered her services as a 'jack-of-all-trades', giving her trailers a slip. Markus had to think for a moment, feeling four people for a small treasure hunt might not be too bad, but the girl was really young. He feared for her safety, but figured there were enough mature, experienced people there to cover her back. So, he offered Serei a spot in their group.

Pieter stood quietly behind Markus and Toma, listening in on the conversation with an air of authority, although he was not the leader. He was just the oldest out of the original group. When Serei asked that infamous question about where they were going, Pieter spoke up, informing them that it was the old fort in Hendrei. And even thought he pleasantries were well and good, in the same breath he reminded Markus that they should be going. But that wasn't going to happen as soon as he would like.

A Drow monk ran towards them, speaking his name and asking if another head in their party would be okay. He needed a chance to leave the town, and what better way to do so but within the company of others.

Emma, depressed and deprived, ran from her drunken father, preparing to never step foot in that dysfunctional home ever again. Her running leads her to town, which caused her running into the rag-tag group at the gate. Again, another offer was on the table, this time from this young sell sword.

Markus was shocked, to say the least, not just from running into a Drow in the city, but to end up with two more people to consider in this small treasure hunt he had only initially began with just three. Regardless of what problems this might bring up in the future with supplies and loot to consider, Markus decided to allow the last two to tag along. With Pieter at his heels mentally counting their group and keeping tabs on his coin pouch, Markus lead the group out of the safety of the city gates and into the wide open pastures of adventure. What awaited them was yet to be seen, but it was clear that the journey there would be – interesting…

Unfortunately for Emma, the past she was attempting to run from had followed her trail. Her drunkard father had chased her steps before she had a chance to really get to know the people she glued herself to. His attempts to force her, then sway her back home did not work as intended. His daughter had grown strong, far stronger in heart and spirit than he. There was no way he could bring her back, even with his inebriated tears. But, regardless of her strong will, Emma's tears did break when her father's broken presence was lost a distance away. Her heart was broken for breaking her father's heart, but she knew she must move on. If she was to have any sort of decent, respectable life, she must move on. Trae and Collette proved instantly to Emma that she was in a good group of future friends, ones who would take time to understand her and not judge. The group moved on, traveling and chatting as the day moved on.
Act 1 Scene 2: Death on the Road
Soon though, just as the city's skyline was lost to the new horizon full of the hills and valleys before the first small village they'll embark on before reaching the Fort, a crazed man ran from down the road, screaming at the top of his lungs as if something was chasing him. He ran into a few of them before suddenly billowing out in laughter and setting a dagger to his neck.
Unsure what the hell was going on with the man, Emma quickly took action and restraint the man, threatening his life. Pieter, realizing that such a mentally lost soul cared not for life, called for her to remove the knife from the man before he rushed down the road from where the man came. When the mad man broke from Emma and ran away in hysterics, Markus noted that he wasn't such a threat, but they should follow Pieter before he finds the very threat that caused that strange man to lose his mind.

Vivian watched against her will as her young carriage driver was killed attempting to fight off bandits jumping him. The horseman called to protect her journey fought valiantly to keep her safe, but the six bandits overpowered them. Their leader decided to keep Vivian when he realized she was a magic user, hoping to gain big profit in the black market for her, but the Horseman refused for such to occur. So did Vivian.

With her skills in illusion, she restrained three of the men with their fears, causing one to run away in a mad rage. The leader and his right hand man, on the other hand, were not effected. When her skill was revealed, the leader chanced his mind about keeping her and prepared to kill her, but Pieter rushed in and stopped the attack.

His presence saved Vivian, but in the end, two more lives were lost - the Horseman and the leader. Now, all who stands now are Name, the strange knife throwing expert who road with the bandits, and Pieter who's unsure if he's standing up for an ally or an enemy. And, of course, Vivian, who's about to find herself without traveling assistance or protection for what she carries to her secret destination.

It'll be quite interesting for these strangers to learn that their fates were chosen that day for more than treasures or oaths.

Pieter had ran off to learn the cause of the man's madness, running into the fight between the bandits and Vivian's guard.
Markus and Trae decided the group should follow him just in case he was running into trouble. They found several people dead, three mad men crying on the ground, and a woman being harassed by a bandit named...Name, who was now facing Pieter and his attempts to stop the fighting all together.


Markus and Pieter fought against Name, while Vivian tried her best to cause the spell placed on the three bandits to force them to turn against their friend. That was the best way she could defend her rescuers. As the three bandits were attacking Name, Pieter told Trae to get Vivian out of there.

Meanwhile, Axin entered a tavern in the next small town; a young pirate captain take a rest. Not paying attention to the atmosphere in the room - his mind took him somewhere else, leaving him lost in thoughts.

Soon, the rest of the group was able to escape the dangers of the road without the lost of anymore lives. They allowed Vivian to travel with them to the next small town. When they arrived, Markus had run into an acquaintance, so he stepped away to visit. Collette decided to shop a bit for supplies and other things of interest, but accidentally ran across a fortune teller who revealed her fate within this quest. Scared for her life, she connected with a caravan heading back to the town she'd come from and returned. Emma, Serei, and Toma had spread about, shopping, looking around the small town; but Trae, Pieter, and Vivian headed to the nearby tavern to rest a bit. The others soon returned to the tavern to meet up with their group.
Act 1 Scene 3: Some Do Come, and Some Do Go
Entering the dingy tavern, the adventurers settle down at a table and instantly was noticed by other oddball adventurers seeking a connection to the same. While Pieter and Vivian went to pay for the group a meal, which only sparked a new problem for the them when Vivian decided help pay for the meal as well; a Bugbear by the name Sashral Quietfeather & an weathered pirate known as Axin, added themselves to the group with their introductions.
As the bartender watched Vivian, and soon Pieter, return to their seats, he called up a few acquaintances of his before calling the cook to round them up a feast. The food came and the group settled into eating well with a conversation that opened their livebooks to each other, giving an account of who they were and their reasons for traveling as an adventurer. Sashral expressed her feelings on being a captive slave, which confused Vivian and Trae somewhat with how composed and grateful she was in such a horrible position. The difference of opinion was strange, but that one account gave the group a better understanding of the mysterious Bugbears. Emma told of her sorrowful issues at home, only to step away for a moment to compose her sadness alone.

Soon though, the task of getting to know each other ended as Markus returned and the food continued to vanish from the table. While the group rested, three locals stepped towards the group and humbly asked Vivian if she could spare a few coins for their poor families. When Vivian declined to assist them, since she's decided to fully invest in the ones who saved her life, the three men simply departed. Relieved, Vivian was happy they'd left, but Trae knew that wasn't the case. An ambush was likely waiting for them upon their exit. They needed to plan a new way out.

Suddenly, a hooded figure stepped to them, agreeing with Trae and explaining how he's already witnessed the three locals successfully
harassing other travelers that day. He questioned why the three men were targeting Vivian, which she only replied that she's revealed her money pouch and obviously they decided that if they properly ask - she would share.

The man reveals that he has a plan to assist their escape from the tavern, to which the group voice their opinions. After realising that several members seemed at unease, particularly Vivian, he questions the intentions of the group. Trae introduces him to Markus, their leader, and informs him that they just wish to assist one another in finding their own paths. Satisfied by the response, the man finally asks them if they all share the motive in an attempt to draw a response from Vivian. Feeling insulted, Vivian defends her purpose by stating that if she didn't share their objective, she wouldn't be there. The man leaves Markus to make the decision on whether to trust him or not, leading to some of the group discussing their wish to place their faith in him in order to escape as well as Vivian apologising for seeming troublesome. Trae takes it upon himself to request the man's assistance and states that he believes the needs of the group is the most important thing.

The man presents to the group two plans which they could use to escape the tavern - to flee together and leave the thugs to continue plundering or to divide the group and surround the thugs. The group turns to Markus for his opinion, who believes that they should avoid fighting, however Vivian bravely offers herself as a decoy, much to Trae's delight.

Splitting into two parties, the group make their exit, with most of them heading through a secret corridor around the back while Vivian and the man walk straight into the thug's ambush. When the thugs vilely suggest that she hand over her coins and her skirt, Vivian reveals to them that she is neither alone nor willing to negotiate, and proceeds to manipulate the mind of a thug who finds humour in her words. Taking a hold of their will, she makes one thug laugh himself to death while manipulating the other into seeing an illusionary monster and killing his own friend in a vain attempt to save him. However, Vivian is taken by surprise when a thug attacks her from behind. The hooded man reveals that he is also an illusionist by taking a hold of the thug's mind and culling it into a deep sleep, before painlessly killing him and paying his respects. Vivian then compels the hysterical thug to strangle himself while the final one takes his own life.

Meanwhile, as Markus and his companions make their way out of the tunnel, it seems that more thugs had lain out an ambush for them. Sashral fiercely slays one of the bandits with a swipe from her claws, however, Colette is unable to resist the thug attacking her and is impaled through her heart by her opponent's sword. Angered, Trae leaps onto the thug's back and beat him to death with his hammer, causing Serei to flee in fright. Toma manages to wound the bandit who he is facing, albeit with grave wounds himself, and he perishes. Witnessing this, Pieter also flees the scene for his own safety. The bandit also manages to bury an axe in Axin's back, only to have his throat slit by Markus' blade. After clashing with a half-orc thug, Sashral tears out his gut and drives her pitchfork through the half-orc's skull.

With the thugs dead, the group splits up again, with half of the survivors searching for Serei while Trae and Emma go to assist Vivian. Trae informs them of the deaths of Colette, Toma and Axin. The hooded man also informs Trae that Vivian was to thank for their success, and voices the good impression that her skills have given to him. When the pair reach the group, they realise that Serei and Sashral are absent. The hooded man hurries to Sashral's side and manages to spot Serei, who has attempted to take her own life. He persuades her to return with them. Discussing Serei's fate with Markus, Trae is pleased to see that the girl has survived and Vivian tends to her wound with oils made from a flower from her homeland.

Markus thanks the hooded man, who introduces himself as Simon Ashstill, for his help and tells him that he is welcome to join them. Though grateful, Simon kindly refuses the offer, but agrees to seek out the group once he has fulfilled an obligation.
 
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Ok, I wasn't really expecting this many people. :p

Just so the current party doesn't get bloated, maybe additional people end up in a rival group?

Edit: Oh, and thanks for the character list AAB! I'm gonna go ahead and drop it into the first post, if you don't mind.

Edit 2: Oh, and for Trae... I'm used to Drow being hostile for the most part, so Markus' reaction probably won't be all that friendly.
 
I don't mind. I like to keep track of characters with a spreadsheet.
 
@ Inquisitor: That's no problem for me. Would it be alright if my charrie enters at an odd time, later on in the story? I'm reading and watching, similar to what my charrie will be doing at this point. There's enough intros going on right now, so adding another at the beginning will just feel far too redundant.

Also, sending a PM.
 
Is this a steady moving post? :) I'm trying to get back into the swing of things, but moving rather slowly due to some IRL demands. Don't want to get ahead of myself if it's moving quickly - but it looks so awesome and I'm just dying to make a charrie. x

Edit: I don't want to be part of the main city though - more like an onlooking bystander for the most part.. I'd like to be a solely rogue character. Pretty sure most of you know the special aspects of a rogue, but if not.. I'd like to be able to sneak, hide, follow/spy, lock-pick, pick-pocket, and use charismatic 'seduction' (if that's an appropriate word) to persuade, etc... Basically, slick tongued. I think for weapons I'd like to use daggers mainly... Possibly dabble in a bit of alchemy? :) But I'd like to follow you guys in a bit further into maybe a foresty/fieldy environment.. My charrie will be from a camp miles out from the city, with a tribe who left long ago and travelled to avoid getting caught ever since.
 
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It hasn't been moving for a while now. 'Tis sad.
 
I might make a move early just to keep this going, but it all depends on what our mighty GM decides to do upon his return. Anywho, whatever I do, it's going to move things up a bit.
But, until then, the other players can do some sort of interaction as the group moves down the road. Character interaction is what keeps an RP moving.
 
I wanted to interact, but it would have been out-of-character for him to start a conversation with someone he didn't know. I don't remember ever making such a long post with no speaking.
 
Sorry guys, busy weekend (well, busy Friday/Saturday). Anyways, it does seem that this is dying down a bit :( We could just continue and have the other characters just kind of 'fade out'.
 
Okay with me. If they don't post, we assume they stayed behind at the town.
 
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Is my character okay then? :) Do I need a CS?
 
My postie is coming, but I just realized there's already a healer in the group. So, I'm reinventing my charrie to bring into the picture someone different.
 
Note to self, always check the ooc, also if you guys ever need me to post just shoot me a pm and I'll try to post as soon as possible.
 
Ah! Go to sleep and wake up with a whole buncha posts. I'll get my post up later, I've got to take a 6 hour bus ride D:
 
Adjusted:
Player Name Gender Age Class
Inquisitor Dust Markus Male 19 Fighter
Blue jay Colette Female 20 White Mage
AAB Pieter Male 23 Tailor
Kriodine Trae Male 16 Drow
Bitterblue Emma Female 17 Fighter
Phi Chisym Vivian Female 22 Illusionist
 
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