Mindscapes: Paths of Uncertainty
Rik_Kirtaniya
Member Posts: 1,742
Mindscapes: Paths of Uncertainty
1. All comments in this thread should be made following the Site Rules.
2. Please make any out-of-character (OOC) comments, if needed, within Spoiler tags.
3. This thread shall follow a structure of progressive play, that is, the DM (in this case, I) shall post a part of the story, and you may reply with your reactions and choices later when you have time. However, please try to check in at least once a day, or the DM may temporarily have to take control of your character's actions, in order to keep things moving on.
4. Spectators (that is, those who are not directly participating in this adventure) may also comment but they should do so within spoiler tags to avoid disrupting the immersion of the storyline. If you wish to join in this adventure, please send a request via a Private Message to the DM. [Edited on April 25th]
5. Also, as it should go without saying, any opinions expressed by the DM-controlled characters DO NOT represent the personal opinions of the DM.
So, let's enjoy ourselves!
Post edited by Rik_Kirtaniya on
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This Adventure Stars:
Korb by @ThacoBell
Name: Korb
Gender: Male
Race: Kobold
Alignment: Neutral Good
Class: Ranger
Ability Scores:
STR:10
DEX:20
CON:10
INT:10
WIS:10
CHA:14
Dark red scales with pale orange eyes.Worshipper of Elistraee. Good natured with a sense of humor, but doesn't trust the big folk. Prefers to talk and sneak around problems rather than fight.
Hek by @mashedtaters
Name: Hek Girbeard
Gender: Male
Race: Shield Dwarf
Alignment: Lawful Good
Class: Cleric of Clangeddin Silverbeard, Dwarven God of Battle (planning to take fighter levels)
Ability Scores:
Str 17
Dex 8
Con 18
Int 12
Wis 14
Cha 7
Has beady eyes that gleam with a lust for gold and battle and an off-putting, rude personality, though it’s not intentional and he “tries”. Otherwise, a devout follower of Clangeddin Silverbeard and loyal to his companions and friends to a fault. Has dark brown, almost black hair and a large belly to match his tightly muscled body, which is accustomed to wielding his battle axe and shield. Is smart enough to recognize his inherited tendency to solve problems by rushing in head first with a sharpened axe, and tries to balance that tendency using Clangeddin doctrine of strategy.
Gremmalie by @Nimran
Name: Gremmalie Nevyne (shortened to Grem)
Gender: Male
Race: Half-Elf
Alignment: Chaotic Neutral
Class: Sorcerer
Ability Scores:
STR 10
DEX 12
CON 12
INT 12
WIS 14
CHA 16
A tall, lanky half-elf man with black hair, pale skin and gaunt complexion saunters out of his room, a smug smirk plastered across his face. Wearing a ragged old shirt and pants, the colors of which had long since faded to a dull gray, he looks around and sees that his new friends had left without him.
Francesco by @lolien
NAME: Francesco
GENDER: Male
RACE: Human
INITIAL ALIGNMENT: Neutral Good
CLASS: Cleric (Priest of Chauntea)
ABILITY SCORES:
STR:10
DEX:12
CON:12
INT:12
WIS:16
CHA:14
Francesco is a chubby man with ingenuous look and friendly manner. He don't like violance and refuse to hurt any living thing. He likes good meals, drinks and songs.
Ave by @RVNS
NAME: Ave' Theran
GENDER: Male
RACE: wood elf
INITIAL ALIGNMENT: Chaotic Good
CLASS: Rogue
ABILITY SCORES:
STR:14
DEX:20
CON:10
INT:12
WIS:10
CHA:10
Born of a simple nomadic Tribe of wood elves Ave(for short) long yearned for a more exciting life. His skills as a hunter and lithe physique make him useful for any group. He has stumbled into his current party between jobs but is quite taken with the "lively bunch". He bears no insults and gives none.
Vidar by @Skatan
Gender: Male
Race: Shield Dwarf
Alignment: Neutral Good
Class: Druid
Ability scores:
STR 10
DEX 14
CON 10
WIS 16
INT 16
CHA 10
A weary wanderer have walked into the inn. His clothes are dusty, torn and has seen long use. Yet they are sturdy, patched again and again and obviously cared for. It's the kind of clothes you wear for a purpose rather than for fashion. Dressed in ash grey/black; boots, trousers, a long coat. Underneath all that dusty ash-grey clothes you can see a shirt that once upon a time must have been white over a grey-brown leather armor of sorts. The armor seems to be made from some kind of flexible tree bark rather than leather, but has equal protection. He has a pine green cloak carelessly over his shoulders and back. On his shaven head he wears a dusty wide brimmed hat. It's not the beard that gives him away, but even though he's unusually lean and tall he's still obviously a dwarf. His skin coarse and bark-like, his brown beard kept semi-short and his eyes are green with a neutral expression of equal interest and curiousity as with neutrality and distance.
Prologue: At Arnheim
You wake up in a room. In most adventures, it is normal that you must wake up in some room. But this is your room... at the Arnheim Manor. The last night, you arrived with your party in the quaint old hamlet of Arnheim at the call of Mr. Darius Grimlayne, who unfortunately was already asleep at that time. His servants led you to your rooms, which were genuinely luxurious and cosy, and you, tired as you were from the day's journey, fell fast asleep.
Today morning, you wake up to the call of the birds, with a fresh new day awaiting you. You have been informed to meet Mr. Grimlayne who is waiting for you all at the breakfast table. You get ready, get your bearings, and are soon sitting at the breakfast table with several delicacies waiting upon your plates and the tea-pot sending up luxuriant fumes in the cold morning air.
Mr. Grimlayne introduces himself as a landlord of the Manor and some of the neighboring tracts of land. He has been facing some strange problems, but before he explains them, he asks you all to introduce yourselves.
[Tips: Whenever square brackets appear, they shall contain instructions from the DM to the participants.]
[It is time for character creation. Fill in the following template with details of your character, and follow that with a small introduction about your character.
NAME:
GENDER:
RACE:
INITIAL ALIGNMENT:
CLASS:
ABILITY SCORES: (Fill it according to the legal stats of an IWD2 character.)
STR:
DEX:
CON:
INT:
WIS:
CHA:
SHORT DESCRIPTION:
You can also write about your first impressions regarding what you see as well.]
Gender: Male
Race: Kobold
Alignment: Neutral Good
Class: Ranger
Ability Scores:
STR:10
DEX:20
CON:10
INT:10
WIS:10
CHA:14
{Dark red scales with pale orange eyes.Worshipper of Elistraee. Good natured with a sense of humor, but doesn't trust the big folk. Prefers to talk and sneak around problems rather than fight.}
*Looks around the room, keeping one eye on Mr. Grimlayne* Thank you the lodgings and delicious looking meal. If you don't mind me getting to the point, however, what am I here for?
Gender: Male
Race: Shield Dwarf
Alignment: Lawful Good
Class: Cleric of Clangeddin Silverbeard, Dwarven God of Battle (planning to take fighter levels)
Ability Scores:
Str 17
Dex 8
Con 18
Int 12
Wis 14
Cha 7
(Has beady eyes that gleam with a lust for gold and battle and an off-putting, rude personality, though it’s not intentional and he “tries”. Otherwise, a devout follower of Clangeddin Silverbeard and loyal to his companions and friends to a fault. Has dark brown, almost black hair and a large belly to match his tightly muscled body, which is accustomed to wielding his battle axe and shield. Is smart enough to recognize his inherited tendency to solve problems by rushing in head first with a sharpened axe, and tries to balance that tendency using Clangeddin doctrine of strategy.)
“Yeah, and there better be gold and monsters to kill... no offense, Korb.”
And are clerics allowed to use axes? It is Clangeddin’s favored weapon.
I'm not exactly sure about the precise value of the ability scores, since I played IWD2 a long time ago. I'll check it later to be sure, but I think you've got it right.
"Well, well," says Mr. Grimlayne, " of course there are problems. I am glad to see such enthusiastic adventurers, but you would do well to be careful. Things have been very different lately.
Arnheim's economy is primarily based on rearing livestock. Recently, our sheep and cattle have started disappearing. It's not natural. We suspect that there is some foul play, but we don't know wherefrom the trouble is brewing.
I am one of the members of the Triumvirate, which is the governing body of this Hamlet. Naturally it fell upon me to make a call for adventurers. A couple of bands of mercenaries had arrived here few weeks before, but they too have gone missing. It is most unfortunate. I feel helpless..."
Mr. Grimlayne then tells you that he suspects that his brother, who is another member of the Triumvirate, might be involved in this business, but since he has no clear evidence, he cannot lay the blame on him. He urges you to be careful of his brother, though at the same time, he tells that the source of trouble may be "anywhere".
New quest: Find out the source of the disturbance, that is causing the livestock to disappear.
There are several places where you may start. They are as follows:
1. The Grim Forest
2. The Red Ravine on the west
3. The Hamlet itself
4. The Smoky Cliffs to the north
5. The Corn Fields
[Now you must choose a leader for your party, for everyone must travel together. You surely don't want to be ambushed while you are alone, right?]
Before you leave, Mr. Grimlayne urges you to finish your breakfast and pack some food for the day's journey. He also gives you a bag of gold coins as advance payment for your service. Weapons, armour and other equipment may be found in Gunther's Armory, which lies a short distance away. Perhaps you should equip yourselves first? Who knows what may happen?
Party receives: Gold coins = 200 per party member. Use it wisely.
You must gather your party before venturing forth.
@Rik_Kirtaniya
For some reason, I didn’t get the notification when you started the post and tagged my name in it. You may want to try re-tagging the other players or pming them.
Is the 200 for purchasing our starting equipment, such as weapons and armor? Or do we already have some starting equipment?
By the way, did you get the notification when I mentioned you within the Spoiler tag this time?
You have only a single primary (unenchanted) weapon and leather armour as your starting equipment. You may use the gold any way you like!
@lolien,
@mlnevese,
@Nimran
Some evil bug must have disrupted my summoning magic earlier! ]
Yes, I got the notifications within the spoilers tags.
Also, @ThacoBell I think we may be in a similar time zone, but I am awake at nights. I live on the East Coast of America, so I go by EST.
“And I doubt this so-called ‘armory’ has anything on a real dwarven armory. What kind of goods do they stock? Not wooden swords, I hope.”
No, I'm not using any rulebooks for anything at all. It shall all happen unconventionally and naturally! I've tried to minimise all technical aspects and lay stress on the storyline and roleplaying.
"Oh, oh! No fighting over here, please! You surely don't want to get injured before you even start?" said Mr. Grimlayne.
"I suggest you pay a visit to Gunther. That dwarf is the best smithy here in Arnheim. Might be rude sometimes, but please don't mind it. He's a good enough fellow."
"As for the site of the disappearances, well there is no place in particular. Cattle have been missing from various places in the hamlet. We first thought that it might be the wolves from the Grim Forest, but we never found any dead bodies anywhere. Someone must be stealing them, but even then it must be an organised band, for at a time, upto a dozen cows and sheep have gone missing. It is strange. There should have been some signs, but alas, we could find nothing."
[You are advised to equip yourself first, and then make a choice as to where you want to start. There are no leaders here, at least for now, but you two should be able to get along well together, and make the decision. However, what you actually do is entirely up to you! ]
I follow Korb to the armory, grumbling about lizard-dogs and how I ever came to this.
"Aye, who be ye? Cushtomersh?" he says in a heavy accent (like the dwarf warrior soundset in IWD2). "Come ye to me smithy? What need ye, huh?"
Gender: Male
Race: Half-Elf
Alignment: Chaotic Neutral
Class: Sorcerer
Ability Scores:
EDIT: NEW SCORES WITH IWD2’s POINT-BUY SYSTEM
STR 10
DEX 12
CON 12
INT 12
WIS 14
CHA 16
Spells:
Mage Armor
Ice Dagger
(A tall, lanky half-elf man with black hair, pale skin and gaunt complexion saunters out of his room, a smug smirk plastered across his face. Wearing a ragged old shirt and pants, the colors of which had long since faded to a dull gray, he looks around and sees that his new friends had left without him.)
Well, good for them, being so proactive! It warms my heart seeing such exuberance in my companions.
As for the levels, yes you are all level ones! So be careful about monsters lurking in the shadows!
Mr. Grimlayne says to Grem, "I see... you must have overslept. Never mind, breakfast is still hot. Your companions have just left for Gunther's Armory. Hopefully you'll be able to catch up with them soon! Enjoy the food!"
"One more thing, if you don't mind, you should probably change into something warm and comfortable. The wardrobe is in the next room. I'm sure you'll find something that fits you. You wouldn't want to get smitten by the cold morning wind, here in Arnheim."
“Aye, as you say, my friend! Not to worry about my companions, as I’m sure the dwarf will take his sweet time perusing the smithy.”
I eat a quick meal and head outside, then quickly go back inside to fetch my own coat from my room (a long brown overcoat that reaches my ankles) as I had forgotten to bring it with me to the table. With a cocky grin, I head outside and look around for my companions.
"Aye, sho ye be needin' wi'pons, hum? Well, have a look at me wares! Do they tickle your fancy?"
Axes:
Handaxe - 20 GP
Battleaxe - 40 GP
Two-handed axe - 75 GP
Axe-a-question +1 - 1500 GP
Throwing axes - 2 axes for 5 GP
Armour:
Leather armour - 20 GP
Studded leather armour - 40 GP
Chain mail - 60 GP
Scale mail - 80 GP
Splint mail - 120 GP
Plate mail - 500 GP
Full Plate mail - 1000 GP
Bows and Arrows:
Wooden shortbow - 50 GP
Flexible wooden shortbow - 75 GP
Tempered Oaken shortbow - 150 GP
Wooden longbow - 120 GP
Flexible wooden longbow - 200 GP
Elder longbow +1 - 800 GP
Iron tipped arrows - 20 for 1 GP
Steel tipped arrows - 20 for 5 GP
Shields: (Yes, shields are costlier here. You'll soon see why.)
Buckler - 15 GP
Small shield - 20 GP
Medium shield - 40 GP
Large shield - 70 GP
Tower shield - 100 GP
Dwarven Tower Shield +2 - 2000 GP
[If you need anything else, just ask Gunther and he'll show you. I've provided the list of only the things that you mentioned earlier.]
[After you finish buying what you need, you must decide where to go next, and what to do next.]
Gunther says "Ahem, Mr. ... (I wonder what kind of creature that be), Mr. Scaly-man, ye sure only the bow be 'nough for ye?"
“Good ter see a fine dwarf running a fine smithy shop here in this Clangeddin-forsaken hamlet! Ye got a nice selection here, I see.
“I see ye got a nice selection of weapons, but how much ter sharpen my battle-axe? I trust ye, ye are a dwarf after all. Just be careful o’ the family’s crest, as i’m sure ye will be. Ye are a dwarf, after all, as I said.
“And how about some o’ them throwing axes, aye? I could use about three o’ them. Just in case I got a runner fearing Clangeddin’s wrath with longer, more unnatural legs than mine.
“I sure could use a good set o’ scalemail and a large shield. Maybe ye could cut a fellow dwarf a deal? I’ll give ye 140 gold pieces, nice dwarven-trued coins, fer the lot, plus whatever ye’ll charge to sharpen me trusty battle axe here. Ye are a dwarf after all.”
(Hek’s eye’s gleam at the thought of haggling to save 25 gold.)
“And while yer at it, where can I find meself some nice adventuring gear? You know, such as torches, backpacks, rations, the lot. I know not what I’ll be facing trying ter save this town’s cattle, but better ter be prepared, I always say. I am a dwarf, after all, and dwarves’re always prepared. Just like yerself, as ye know.”
"For potions, trinkets and magey stuff, ye be best lookin' in Wenby the Gnome's store. It be just a couple of doors to the south."
(And just in case you happen to need anything particular, you'll get it some way or the other in the course of the story. So there's no need to worry! )
At the next opportunity I will don my new armor and try out my shield and axe, and test the throwing axes.
And, if Korb goes to the Gnome’s shop, I will follow him or wherever he decides to go. (Despite Hek’s proclaimations of dwarven leadership, he really isn’t much of one).
“I’d keep an eye out for one o’ yer next customers, Gunther. He may look like a good enough sort, at least for an elf, or half of one, but he’s got no discipline! I would t be surprised if he sleeps in past noon! Elfs, you know. Good fellow to have on yer side, though. Take care o’ him, despite his elfy smirk, because he may take care o’ me in a pinch, if ye get my meaning.”
I give the smith a smug grin and say “How much for a dagger and some throwing knives?”
"Here you are, Mr. Elfy!" says Gunther.
Daggers and Misc.
Dagger - 15 GP
Static Dagger +1 - 350 GP
Acid Point +2 - 900 GP
Throwing knives - 5 GP per piece
Darts - 20 for 1 GP
Light Crossbow - 80 GP
Bolts - 20 for 3 GP
Firebolts - 20 GP per bolt
[Yes, you can use crossbows here as a Sorcerer, if you wish.]
“I’ll tell ye what ye needs! See that big ol’ greataxe over there and that suit of platemail? Aye, that’ll poke a good hole in some rats, and ye’ll have plenty left over ter make a nice goblin pancake.”
(Despite Hek’s grumbling, he’s actually pretty happy to see Grem. He wouldn’t be traveling with him if it wasn’t by choice.)
“Well then, friends, should we be moving on? We’ve potions, trinkets and magey stuff to take a look at as well.”
I start heading south towards the gnome’s shop.
After Grem (Nimran) finishes purchasing his equipment, I shall take you to Wenby's shop. Maybe there's something other than shopping which he may be able to help you with. However, you'll have to initiate the proper dialogues for anything to happen.
[Hint: Your choices and interactions play a crucial role in determining the course of the story, since this module is not pre-made, but is rather a spontaneous one (which is going to make it all the more interesting and unpredictable), besides allowing you complete freedom in your choices, (which have their consequences of course), making it literally an "OPEN WORLD". ]
"Who are you folks?" he asks.