Journey's Start

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Jan 21, 2024 8:07 am
OOC:
In addition to the previous post, you have the option of participating in this mini-game.

Any PC can engage in a friendly game of Heroes Dice with Smoke, Turighe, Swelvie, and Turnip.
Swelvie challenges anyone willing to a game of Heroes Dice. She is Host, and declares the buy-in as 2 silver. She rolls the Hero die.

"Heroes are SEVENS!" Swelvie cackles, takes a swig from a bottle, tosses in two silver coins, and reaches for her set of dice.

Rolls

Swelvie's Hero roll - (1d12)

(7) = 7

Jan 21, 2024 1:41 pm
Taking a break from caravanning duties, our fightery fellow steals a bit of time for a friendly game of dice!
Here ya go, Bram says to Swelvie, dropping down two…argenti, silvered coins. Two argenti.

C’mon, lucky lady, he exclaims while rolling!
OOC:
I’m proficient in gaming set (dice), but unsure how that plays out here, so I’ll simply roll.
Edit - Posted rest of my throws. I guess I scored pretty well, right?
Last edited January 21, 2024 10:24 pm

Rolls

Hero Dice! - (1d12)

(7) = 7

Remainder of first throw - (1d8, 1d10)

1d8 : (8) = 8

1d10 : (6) = 6

Second throw - (1d4, 1d6)

1d4 : (2) = 2

1d6 : (2) = 2

Jan 21, 2024 2:22 pm
Thank you, but gambling is not for me
Jan 21, 2024 4:48 pm
Just to reiterate:

I'd like each player to name one coin of the Greenwold. There's a copper piece, a silver piece, an electrum piece, a gold piece, a platinum piece, and a coin with a small gem set in it that kar'Javon only tells you about, which is worth 10 platinum coins.
You choose the one you want to name from the ones that haven't been named yet. Then include a name of the coin with your next post. I'll update the world book once you each have created a named coin for the currency of this new land.

For example, the silver coin could be an "argent" or a "swan," a gold coin could be a "noble" or a "lion," a copper piece could be a "green" or a "dog." Choose one and name it however you like. We will be using those names for the rest of the campaign (when we're talking about Greenwold money).

Edit to show what we have so far:
Copper (base coin): Bit
Silver: Argent (plural argenti)
Electrum:
Gold: Krugerrand
Platinum: Plate
Gem: Crown
Jan 21, 2024 6:40 pm
Krugerrand for the gold piece. Princess doesn't go for the dicing.
Jan 21, 2024 8:13 pm
Elowin stands and looks over the gambling group. She could find a few copper "bits" to join the group, but her teachings forbid her to partake in gambling.
Jan 21, 2024 8:40 pm
Let's go with a plate for platinum.

Morik grinned, he preferred stories over games, but he was not one to turn down a social occasion. He tossed a couple of argenti and joined in.

Rolls

Hero dice - (1d12)

(11) = 11

Additional first throw - (1d10, 1d8)

1d10 : (7) = 7

1d8 : (5) = 5

Second throw - (1d6, 1d4)

1d6 : (1) = 1

1d4 : (3) = 3

Jan 21, 2024 9:04 pm
OOC:
Thinking the coin with the small gem should be called a "Crown."

Alright, it looks like this is what we have so far:

Copper - Bit (from runekyndig)
Silver - Argenti (from WhiteDwarf)
Electrum -
Gold - Krugerrand (from GeneCortess)
Platinum - Plate (from grifter730)
Gemmed Coin - Crown (from MaJunior)
Jan 21, 2024 9:29 pm
@WhiteDwarf and @grifter730: Edit your previous posts for the Heroes Dice gambling. 7s are Heroes, as determined by Swelvie's roll (you don't need to repeat that roll). You decide how many of the dice to roll in your first throw, anything from one to all five of them. You have 1d4, 1d6, 1d8, 1d10, and 1d12. You're trying to get sets (of a kind) or runs (straights) to score. Highest score after three throws wins the pot. If you roll a Hero (in this game, that means a 7, which it is only possible to get on three of the five dice), you can use it as a 7 and reroll any one non-Hero (not a 7) die OR use it as Wild (instead of a 7, it becomes some other number). The specific details are described at the link I provided earlier: rules for Heroes Dice; it's a game that I wrote specifically because Bramlin asked to gamble, and I wanted a gambling game that could be played in a single post on GP but still give you some interesting choices.

You're playing with Swelvie, Turighe, Smoke, and Turnip, each of whom paid in 2 argenti. The winner will get 12 argenti (a gain of 10). I'll do their rolls in the next post.

Everyone, thank you for naming the coins. I'll do the next general post this evening, in a few hours.
Jan 21, 2024 9:35 pm
Swelvie's Heroes Dice game. "7s are heroes!"

Swelvie decides to roll the 1d4 and 1d6 in her first throw. "You all are too serious! Have a drink! We're not betting crowns here!"

Turighe decides to roll the 1d4 and 1d8 in his first throw. "Isn't this exciting??" he gushes.

Turnip decides to roll the 1d4, 1d6, and 1d8 in his first throw, puffing meditatively on a pipe.

Smoke decides to roll the 1d4, 1d6, and 1d12 in his first throw. Despite his name, he doesn't smoke anything.

Swelvie and Turighe each get a 2 and a 6: no Heroes. "Look at that!" Turighe exclaims. "We both got the same numbers! I wonder if the dice are telling us something?" He looks at her with smouldering eyes. She cackles at him and takes another swig. "I don't need dice to tell me what you're after! Shut up and throw your dice!"
Turnip puffs on his pipe, barely hiding his grin at getting a run on his first throw. Smoke stares at the rest of you, expressionless despite getting a pair (and potential three-of-a-kind with his Hero).

Swelvie and Turighe each decide to roll their remaining dice (1d8, 1d10, 1d12 for her, 1d6, 1d10, 1d12 for him) in their second throws. Turnip chooses to roll just the 1d12 in his second throw, while Smoke rolls both his remaining dice (1d8, 1d10) for his second throw.

Swelvie gets 2, 9, and 10, giving her a pair in the second throw. With no dice remaining and no Heroes, she ends with a score of 8.
Turighe gets 3, 8, and 10, giving him nothing that scores. With no Heroes, his game ends also, with a score of 0. "You wound me!" he protests. "My intentions are nothing but honorable! I delight in nothing more than your company!"
Turnip gets a 2, which means he can use the 2 as either part of the run (worth 12 points) or as part of a pair (worth 8, same as Swelvie). His grins grows even wider.
Smoke gets a 1 and a 3, which means he has either a set of four 1s (with the Hero, worth 80 points) or a set of three 1s and a set of two 3s (with the Hero, worth 22 points). He chooses to not use the Hero to reroll any of his dice, and so his game ends with 80 points.
Bramlin got a 6, 7, 8 on his first throw, and two 2s on his second throw. Scoring the run would get him 21 (6 + 7+ 8); using the Hero as a 2 for a set of three 2s would get him 20. He could also use the 7 to reroll any one of the other dice.
Morik got 5, 7, 11 on his first throw. Then he got 1 and 3 on his second. If he uses the 7 to be an 11, he would have 22 points, or he could use it to reroll another die.
Turnip's grin falters, but he still has one die to roll for his third throw: 1d10. He rolls a Hero! Because it was already his third throw, he cannot reroll any of the dice, but he chooses to use the Hero as a 4, giving him a run of 1, 2, 3, 4 for a total of 30 points (a set of three 2s would have been worth the same).

Rolls

Swelvie's first throw - (1d4, 1d6)

1d4 : (2) = 2

1d6 : (6) = 6

Turighe's first throw - (1d4, 1d8)

1d4 : (2) = 2

1d8 : (6) = 6

Turnip's first throw - (1d4, 1d6, 1d8)

1d4 : (1) = 1

1d6 : (2) = 2

1d8 : (3) = 3

Smoke's first throw - (1d4, 1d6, 1d12)

1d4 : (1) = 1

1d6 : (1) = 1

1d12 : (7) = 7

Swelvie's second throw - (1d8, 1d10, 1d12)

1d8 : (2) = 2

1d10 : (9) = 9

1d12 : (10) = 10

Turighe's second throw - (1d6, 1d10, 1d12)

1d6 : (3) = 3

1d10 : (8) = 8

1d12 : (10) = 10

Turnip's second throw - (1d12)

(2) = 2

Smoke's second throw - (1d8, 1d10)

1d8 : (1) = 1

1d10 : (3) = 3

Turnip's third throw - (1d10)

(7) = 7

Jan 22, 2024 8:10 am
By the sixth day after leaving Mara, the road is perceptibly descending between the swells of rolling foothills, with the snowmelt and occasional rains swelling various streams that criss-cross the region. The caravan descends into a broad gully that has been turned into a bit of marsh from the stream overflowing its banks. The road is covered with silt and the ground is soft enough to become difficult terrain. Some of the merchants and some of the drivers are down, using staves to pry the wheels to keep the caravan rolling. Midges, gnats, and mosquitoes rise in a cloud around each person in the caravan. Each PC needs to attempt a CON saving throw.

https://i.imgur.com/TrEZbTbl.jpg

But then two men rise up out of the bushes on either side of the road. "Hold up, there!" one of them says, "Sorry to interrupt you, but we are here taking up a collection of the Nubetanya road tax." He looks speculatively at the vehicles. "For seven wagons, the tax is one hundred krugerrands." He smiles, revealing that several teeth are missing. "Know that we have men with bows drawn on you, just in case we run into some tax evaders. But don't worry; there's no need for violence if you pay the tax. We'll give you a receipt and be on our way."

What do you do?
Jan 22, 2024 8:23 am
CON Check and Misc. roll to determine what Princess knows about this tax collecting. Unsure what to roll against.

Rolls

CON Check, Tax Check - (1d20+1, 1d20)

1d20+1 : (5) + 1 = 6

1d20 : (8) = 8

Jan 22, 2024 9:28 am
OOC:
Roll Con check with Advantage in case it’s for poison. If not, then just use the first roll result.
Midges, gnats, and mozzies were normal hazards of the outdoors, and Morik hated them. But he hated bandits even worse, and the look of the man definitely reeked of banditry. He gripped his staff tightly, ready to attack.
Last edited January 22, 2024 9:28 am

Rolls

Con (advantage) - Save - (2d20H1+4)

(169) + 4 = 20

Jan 22, 2024 10:54 am
Elowin looks around for the supposed archers, she will not be attacked by such simple robbers. One would argue that the road tax have not been used to care for the road, but they are robbers. Not much better than scavenger animals.
[ +- ] Vigilant Blessing
OOC:
Vigilant on herself
Last edited January 22, 2024 10:55 am

Rolls

Perception - (1d20+5)

(8) + 5 = 13

Con - Save - (1d20+2)

(17) + 2 = 19

Jan 22, 2024 12:02 pm
The heaviness of twelve argenti won, does not encumber our fightery fellow very much. As ol’ Bram strides through murk n’ muck without strenuous issue. His stomach and gut hardened from days as a mercenary, the stench of caravanning is just another day at the office for the Braveless one!

Braveless…have i mentioned, I hate that name?!

Sorry, fightery fellow. In any ol’ case, it’s with worn wariness that Bram studies the…tax collectors, and their true intent. As any good guard worth his or her girth in the realm knows, every soldier and officer bears insignia of nation and rank, in all but the most covert of engagements.

What rank are you people, and who is your commanding officer? Show us your insignia firstly, then we’ll talk about paying your fee.
Last edited January 22, 2024 12:09 pm

Rolls

Con - (1d20+5)

(14) + 5 = 19

Jan 22, 2024 1:33 pm
Adran immediately starts looking around for these hidden archers, attempting to suss out their hiding spots in case the claims of being tax collectors was as illegitimate as the elf suspected. Still, he keeps his mouth shut... this was not the time to draw attention to himself. Although Adran would try to shift around until he stood on more solid ground than the muck beneath his feet.

Rolls

CON Save - (1d20+4)

(9) + 4 = 13

Jan 23, 2024 6:20 am
Elowin and Adran instinctively scan the foliage on either side of the road. Elowin on the left and Adran on the right, each see two other bandits hidden in the foliage within bowshot of the first three wagons. Princess looks at the others, shaking her head to confirm: there's no such toll, matching the light scoff that escapes Dugal's lips. Bramlin addresses them directly, calling their bluff: "What rank are you people, and who is your commanding officer? Show us your insignia firstly, then we'll talk about paying your fee." Morik calculates how long it would take him to reach either of the visible bandits: in this mud, they're certain to get a shot off before he could reach them. These bandits may be rough, but they've had practice in picking ambush spots.

https://i.imgur.com/0h1MYzjm.png
The bandits look a little uneasy that they've met any kind of resistance. But then one bandit laughs: "Haw haw haw! They wants to know our ranks! What do you say, Bom? I'm Albor, the Strike Force General of the Royal Chimera squadron!" Bom, his companion, guffaws, too, but he's a little confused that the caravan hasn't started proffering the coin. "You never told me..."
"Sure I did, Bom, sure I did! Remember when we were appointed by the Emperor in that big ceremony?"
"Whu...?"
"Remember? He gave us this special duty to patrol the roads and collect his taxes?"
"Oh! Oh, yeah!"
"Beau'iful ceremony it was, too! As for my insignia, that's this right here." He gestures with the loaded crossbow aimed roughly in Bramlin's direction.
"Yeah! Yeah! And I was appointed Grand Admiral of the Blue and Gold fleet!"
Albor rolls his eyes. "Bom, Admirals sail ships on the sea..." He shakes his head. "Anyway, pay us the toll and everyone will be on their way."

What do you do?

@JoshuaMabry, at some point, I still need that CON save for Gunter.

Rolls

Secret Roll

Jan 23, 2024 8:36 am
Elowin knows that if she speaks this will kick off violence, so instead she is preparing herself to cast her sleep spell on archers in the bushes
Jan 23, 2024 12:16 pm
Bram considers an ipen8ng volley while pompous speech is spoken. But instead, our fightery fellow waits. With his hand grasping a javelin.

You men may not be real soldiers, but those on this side…are. Throw down your weapons, turn and go away. You, and your archers, who have no chance against us. We already count the lot of you, so you may as well just stop. This is my final warning. Drop weapons, turn and leave. Or stay and die.

Bram begins striding towards the speaker with intimidating prowess.
OOC:
I start walking up towards the speaker. If he raises his bow, I’ll toss a javelin at him.
Jan 23, 2024 3:25 pm
Adran will get down from his wagon and move so that he's clearly lined up with an archer. His hope is that his positioning conveys three things -- the first, that the've been spotted and won't have the element of surprise; the second, that no one is intimidated by them; and the third, that this caravan is willing to fight -- which means the archers have to decide if they're willing to die.

Adran draws a dagger, and begins moving toward the archer nearest to him.
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