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Topics - Phineas

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General Banter / D&D Story
« on: August 09, 2018, 07:46:46 PM »
A silly animated video relating the story of an encounter:

In Character Discussions / Mirri: Fixing a pole where the pain sets in
« on: March 13, 2007, 06:03:12 PM »
Mirri followed the sounds of the smith.  As she entered the workshop, she glanced warily around, taking note of the number of people as well as noting the location of visible exits.

She held the spearhead in her paws, looking at the individuals here, searching for an elf.

Out of character discussions / Mirri
« on: March 10, 2007, 09:28:56 AM »
I thought I'd share my inspiration for Mirri.

When Johan introduced the Cat race, this was my first thought.  For those of you familiar with Magic the Gathering, then you may recognize these cards:

 Mirri, from the "Exodus" expansion

 Mirri the Cursed, from the "Planar Chaos" expansion

Poor kitty has fallen on dark times, it would appear!

Game Log / Session 25 - Return to the Keep
« on: February 25, 2007, 09:59:36 AM »
*** Please edit  Please edit  Please edit ***

[Game date: 23 April]

- Group continues heading east at night
- Laughing that we heard behind us ends (in vicinity of chasm)
- Hear foot steps closing upon us from the west
- Attacked by volly of arrows and spears!

- Long combat
- Orcs (throwing javelins) and gnolls (with a G, using short bows) hold their position and fire upon us
- roughly 6 orcs and 12 gnolls
- Miri and Belwar close distance and put down a lot of hurt
- Zurn fires sling bullets (not the sling; bullets do more damage than the sling itself)
- Saul sets his vibrating mace to "pleasure"
- Himo unleashes Magic Missle after Magic Missle
- Arlen plays bard music and inspires us to fight!

- Slowly work our way through the ranks, thinning out enemy number
- Mirri gets three critical hits (woo hoo!)

- Suddenly a large ogre-giant appears with a massive sword
- It is the same kind (or the identical one!) that we fought at the mouth of the cave
- Mirri and Belwar are there to engage
- Belware receives an obscene amount of damage
- Zurn heals Belwar
- Mirri notes that wounds on the ogre-giant are healing!
- Fight fight fight hurt pain ouch win!
- Ogre goes down heavily
- Just Arlen notes that there are no wounds on the ogre, it dissipates in a cloud of vapor!
- Mirri wonders if that is how they die

- Recover crappy arrows from gnolls (with a G) - it is the only thing of value that they possess (that we see)
- Bandage and double-time march for some miles

* Evening of 24 April
- Wake up and ready to continue
- Man enters our camp
- He is Firque. Belwar, Zurn, and Hemo remember this fellow as one who travelled with Melzak. They originally met after the Companions left the Chasm the last time that they were there (when they killed Dannobar).
- Wild-looking human wearing Coyote skins, carrying a large sword
- He and his people are returning to their home - they are setting camp; we are breaking camp
- He mentions that the armies from the chasm are marching by way of mountain tunnels. They are headed to lay seige upon a kingdom in the southeast

* Evenings 25-26? 27?
- Walk walk walk travel travel
- Return to the Keep late on the 28th (meaning: towards dawn).

As the companions are approaching the Keep from the west, and being that the road only approaches from the east, the companions are forced to circumnavigate the Keep and mount the road to follow it's westerly course. The road is one that rises 200 feet to meet the gates of the keep that sits upon a forested mesa of sorts.

Near the base of that climb, where the slope of the rising road becomes truly noticeable, they note that there are now large boulders on either side. These boulders stand seven feet high, and are nearly four wide. It is clear that they have been purposefully "planted" here, perhaps as markers to the ignorant that they are near their goal.

Torchlight twinkles through the trees in the pre-dawn as the companions near the Keep. Earlier than one might expect, voices are heard from above and the companions are met by an open gate and a fair number of soldiers. Work has obviously been underway in their absence, and the stone fortifications appear to be completed on the east wall of the Keep.

Among those who meet the Companions upon entering the Keep is Brescht, who is overjoyed (contrary to in-game indications) to see Hemo and his friends return safely. Corris arrives at the gate only a few moments after the companions do.

Edited for minor content by Johan

Out of Character Discussions / The first morning on MSI
« on: December 20, 2006, 02:48:12 AM »
Garbhan woke and stretched.  He stepped out from his tent and looked around the campsite.  The halfling Mel was speaking with T'Riad, Elberrin, and Erinalia.

"Y'know," Garbhan said slowly, rubbing the back of his neck, "I had the strangest dream.  You were all in it.  We were exploring the island.  We got surrounded by soldiers and we managed to escape -- all of us except for you," Garbhan said, gesturing to T'Riad.  "I hope that this is not a portent of things to come."

Garbhan frowned.  "I also remember that I was some sort of a horseman.  How odd."  He looked up.  "So, who do we report to for our first assignment?  It is our first day here, and I wish to begin early."

And so begins the adventurer's first day on MSI!

(If a dream sequence can work for the television series "Dallas", then it can work for us!)

Game Log / Session 14, parts 1 and 2: Incommunicado
« on: October 15, 2006, 10:34:40 AM »

House Rules / Character death
« on: March 28, 2006, 07:32:08 PM »
Characters may lose hit points up to negative [their constitution score].  Thus a character with a 16 CON will die if they sustain damage that puts them at -16 hit points or more.

Out of Character Discussions / Query: Questions for the council
« on: March 27, 2006, 07:45:29 PM »
Sayer is currently at the council meeting.  Were there any questions that needed to be asked?

Sayer, being the manipulative advisor that he is, was considering planting seeds of stronger support for the group.

Out of Character Discussions / Query: Kit's Life thread
« on: March 20, 2006, 02:22:07 PM »
I will begin my comment with a caveat: I have not read this thread, but I'm curious as to why it was edited in such a way.

Out of Character Discussions / Hit point HELL
« on: February 19, 2006, 01:12:38 PM »
So, Garbh?n leveled up, and I am reminded why I hate rolling hit points for a character.

Following Dray's rules, I rolled 2d10, taking the better result.  I was hopeful for rolling well.

I rolled a 4, and a 1.

Remembering the compassion that Dray demonstrated when Johan rolled a 1 as part of his hit point leveling, I rerolled my 1...

...and was left with a 2.

So, at third level, my best roll was a gain of four additional hit points, plus my CON bonus.  It's not a terrible gain, but it's not a satisfying gain either.

Out of Character Discussions / Query: character sheet audits
« on: February 16, 2006, 06:45:43 PM »
Dray had mentioned that he had wanted to collect all character sheets from us for an audit.

Is this still scheduled to happen at the end of the upcoming session?  If so, I want to be sure that I add on a couple of more healing potions and stuff before turning in my sheet. :P

Character Info / Sayer's runestones
« on: February 15, 2006, 03:16:22 PM »
Here is an overview of Sayer's runestones:

The stones:

The stones are smooth river pebbles.  Although they vary in color, they are small and flat, and are identical in size, shape and weight.  On the obverse of a stone is a bolder marking of a symbol (the "dominant" rune), and on the reverse is a daintier marking (the "diminutive" rune).  There are 24 stones in a pouch, with three groups of stones evenly bearing the markings of the sun, moon and earth.

The runes:

The Sun is depicted by a circle centered with a dot.  It represents the mental world: the mind, skill, knowledge, organization, goals.
The Moon is depicted by a circle divided in half lengthwise.  It represents the spiritual world: the soul, emotion, social relationships, passion, energy.
The Earth is depicted by a circle divided into quarters.  It represents the physical world: the body, health, wealth, material possessions.

A dominant rune may have a positive, expansive, or active influence on a rune's attribute, while a diminutive rune may have a negative, reductive, or passive influence.

The casting of runestones:

A typical reading consists of six stones drawn randomly from the pouch and dropped from a closed fist at arm's length.  The runes are read, starting from the stones closest to the caster out to the furthest.  Equidistant stones are typically read from right to left when the stones are cast from the right hand (or left to right when cast from the left hand).

The arrangement of the cast stones are important to the reading.  Stones that lie close to the querent have a stronger impact on her than the further stones.  To a lesser degree, this is also true for those stones that lie on the same side as the casting hand.

If there are more dominant runes than diminutive runes in a reading, then the reading is a BOON.  If there are more diminutive runes than dominant runes, then the reading is a BANE.  If there are an equal amount of dominant runes and diminutive runes, then the reading is a BALANCE.  A predominant rune (multiple sun, moon or earth runes) may indicate the type of boon or bane.

Formal and informal readings:

Formal readings typically involve one person ("the querent"), and are lengthy and ritualistic.  Runestones are cast upon a prepared surface which bears a circle divided into quarters.  The querent selects her "path" by selecting a single stone or a group of stones.  Using her casting hand, those stones that may be covered with the querent's palm are areas that she may directly influence; stones that may be covered with the querent's extended fingers are areas that she may have an extended influence, and areas outside of the querent's reach are areas that may escape her influence (or they may represent areas that the querent must be willing to make sacrifices).

Informal readings ("readings in the field") are practiced commonly by Sayer.  Runestones are cast upon the any available surface and are read as a group.  While this reading form is helpful for obtaining quick advice, such simple readings lack the depth of insight that formal readings impart.

Skewed readings:

These are done with an odd number of stones (typically five).  There is never balance in skewed readings; the result is always a boon or a bane.

[size=9:4be3eb6ffb]Yeah, I spent far too much time writing this.[/size]

Out of Character Discussions / Clan Lord meets Threshold
« on: February 13, 2006, 02:16:11 PM »
From the Weary Road Home thread:

Quote from: Jarmok
"Is not more hunt. Is rescue." He reiterated adamantly.

I find this to be a rather amusing summary of the situation: this line is frequently used in Clan Lord (a Mac MMORP) when a hunt goes bad and people need to come in to help.  Rescuers want to get their tags in on a beast and need to be reminded that the monsters need to die quickly: this is not a hunt, it's a rescue.

We also use the term "Fun turns to tragedy" quite often, too.

Character Info / Your character description, in one word
« on: February 12, 2006, 09:46:58 AM »
If you had to describe the characters from Threshold using one noun (using the format "The _____"), what would that word be?  The description may be their role within the group or about their person.

My examples:

Maal: The Hammer (fierce warrior)
Jarmok: The Enigma (wtf?)
Sayer: The Advisor (all he does is talk)
Kit: The Variable (emotionally unstable)
Ragnar: The Trigger (quick to act)
Dale: The Grit (bold and forceful)
Laren: The Ingress (allows access)

Character Info / Query: character descriptions
« on: February 11, 2006, 05:04:50 PM »
Some random questions regarding Threshold characters:

* What does Jarmok's nose look like?  Broad and flat?  Narrow and protruding?

* What is Ragnar's race?  Are there any particular facial features for him?

* What are the facial features for Laren (is he a halfling)?

* What are the facial features for Dale?

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