Event Rules
1. All deaths are considered knockouts, unless I state otherwise during a event. In the case of a actual death, raised players will have a resurrection sickness for the remainder of the event, being both weakened physically and mentally.
2. "DO NOT" attack non hostile creatures, if a creature is not set to hostile then most likely he/she has a more important involvement in the ongoing plot of the event. Though we all wish to believe our characters are impenetrable, violation of this rule will result in your character being horribly killed in a manor that fits the current plot.
3. I am a firm believer in using your character skills, during my events no matter your skill level a natural 20 is always a success and a natural 1 is always a failure. So don't feel useless if your involved in a event that tailors to skills your character is not very trained in, there is always that lucky natural 20 that might give your 6 int half orc a clue that even the wizard of 34 int did not pick up. If you do not roll when I ask for a skill check, I will consider your character to have been preoccupied, and not paying attention to what was going on.
4. No pvp is allowed in my events unless I state so, please do not hostile someone in the middle of a event without first getting my permission. This can break immersion and can lead to needless ooc that can quickly ruin a ongoing plot in certain situations.
5. You do not find anything of importance unless I state that you do, so please do not run around after one of my events claiming that you found something you in fact did not.
6. Try your best to stay in character, we all goof up sometimes to the point where ooc is needed to clarify certain things, but if you can help it stay in character.
Event guidelines
This below is not rules but simply a guide that can help you make the events more pleasurable for both yourself and other players.
There is no need to rush into things, take your time, explore all avenues of approach, you may find out something just by simply stopping and inspecting the little things. Try to stay with the main group, split up events can be very hard to manage when half of you are in beregost talking to a guard and the other half are following the evil necromancer into a graveyard for example. If a guard is needed you can simply send one or two people, half the party is not needed to get the attention of one guard. This is a rp server not a optional rp server so if you are going to join one of my events, I ask that you respect me and your fellow players by not turning everything into a hack/slash fest. Last and most importantly we are all here to have fun ladies and gents, our tight community is something you cannot find in other games and I take pride in being a dm for you all, so lets make what we have even the better.
Dm foresight events
Moderators: Moderator, DM
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DM Foresight
- Posts: 255
- Joined: Wed Jun 05, 2013 6:40 am
Re: Dm foresight events
A mouth full of carrots
Bandits have been seen attacking caravans and adventurers alike, robing, thieving, and murdering. One inparticular has become widely known as Elbert the carrot, infamous for stuffing the mouths of his victims with freshly homegrown carrots. Though this cutthroat sounds ridiculous, it is claimed that this man is highly dangerous and not to be trifled with. His merry band of bandits are known for there crossbow skills and have slain many, leaving little clues, say for a few carrots. Tracking this man has stumped even the most skilled trackers, for his footsteps sometimes simply seem to vanish! The tradeway roads grow more dangerous as the days pass on with random bandit attacks stretching from north of baldur's gates to south of nashkel. Attempts to catch this man quickly becoming know at the rabbit robber in Beregost, have proven unsuccessful. his witty and brutal tactics have made even the finest adventurers fall into his ambushes and traps, time and time again. Bounties amounting to 5,000 gold coins have been placed on this rabbit robbers head, and many fear this bounty will raise even higher before the end. Along with this bounty is posted a friendly suggestion stating all travelers to only leave the cities limits with armed guards or a well trained adventure group.
A not so cuddly rabbit
A group of adventurers set a trap for the bandit known as Elbert the carrot, after a brief interaction along the tradeway north of beregost Elbert found himself injured and retreating, unable to use his more effective means of escape. Leaving a trail of tracks this cutthroat was chased back to his hideout where he and the last under his command met cold steel, and colorful magic. Refusing to surrender Elbert the carrot revealed himself to be in fact a man striken by the Lycanthrope disease, and transformed into something not quite so.... intimidating at first... a wererabbit. As a few of the adventure group began to laugh at the poor display of a were creature people began to die, by both bandit bolts and buckteeth. In the end only two adventurers survived the final battle out of a group of eleven hero's as the final Sqeek of life left our suprisingly well trained foe. As dust settled, and hero's arose from there short not so eternal slumber, the smell of a freshly cooked pot of carrot soup boiled over the bandits bonfire. The tradeways have been made a safer place, and no more bodies have been reported to have there mouths stuffed with carrots since. Some fear the return of such a humorously evil villain, while others do not, one thing is for certain although.... Carrots will be the last thing people wish to eat for a while.
Bandits have been seen attacking caravans and adventurers alike, robing, thieving, and murdering. One inparticular has become widely known as Elbert the carrot, infamous for stuffing the mouths of his victims with freshly homegrown carrots. Though this cutthroat sounds ridiculous, it is claimed that this man is highly dangerous and not to be trifled with. His merry band of bandits are known for there crossbow skills and have slain many, leaving little clues, say for a few carrots. Tracking this man has stumped even the most skilled trackers, for his footsteps sometimes simply seem to vanish! The tradeway roads grow more dangerous as the days pass on with random bandit attacks stretching from north of baldur's gates to south of nashkel. Attempts to catch this man quickly becoming know at the rabbit robber in Beregost, have proven unsuccessful. his witty and brutal tactics have made even the finest adventurers fall into his ambushes and traps, time and time again. Bounties amounting to 5,000 gold coins have been placed on this rabbit robbers head, and many fear this bounty will raise even higher before the end. Along with this bounty is posted a friendly suggestion stating all travelers to only leave the cities limits with armed guards or a well trained adventure group.
A not so cuddly rabbit
A group of adventurers set a trap for the bandit known as Elbert the carrot, after a brief interaction along the tradeway north of beregost Elbert found himself injured and retreating, unable to use his more effective means of escape. Leaving a trail of tracks this cutthroat was chased back to his hideout where he and the last under his command met cold steel, and colorful magic. Refusing to surrender Elbert the carrot revealed himself to be in fact a man striken by the Lycanthrope disease, and transformed into something not quite so.... intimidating at first... a wererabbit. As a few of the adventure group began to laugh at the poor display of a were creature people began to die, by both bandit bolts and buckteeth. In the end only two adventurers survived the final battle out of a group of eleven hero's as the final Sqeek of life left our suprisingly well trained foe. As dust settled, and hero's arose from there short not so eternal slumber, the smell of a freshly cooked pot of carrot soup boiled over the bandits bonfire. The tradeways have been made a safer place, and no more bodies have been reported to have there mouths stuffed with carrots since. Some fear the return of such a humorously evil villain, while others do not, one thing is for certain although.... Carrots will be the last thing people wish to eat for a while.
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DM Foresight
- Posts: 255
- Joined: Wed Jun 05, 2013 6:40 am
Re: Dm foresight events
Within the depths of lake weng
It is best known for its three old temple-cities to Lathander, Mystra, and Shar, abandoned hundreds of years ago when the theocratic settlers vanished without a trace after an unseasonable blizzard, Lake Weng is home to many water elementals whom do not wish to be disturbed, old city ruins lay untouched for many seasons, and what lies under? mystery? magic? religion? or perhaps death...
It is best known for its three old temple-cities to Lathander, Mystra, and Shar, abandoned hundreds of years ago when the theocratic settlers vanished without a trace after an unseasonable blizzard, Lake Weng is home to many water elementals whom do not wish to be disturbed, old city ruins lay untouched for many seasons, and what lies under? mystery? magic? religion? or perhaps death...
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DM Foresight
- Posts: 255
- Joined: Wed Jun 05, 2013 6:40 am
Re: Dm foresight events
Gibberling food
They come screaming, jabbering, and howling out of the night. Dozens, maybe hundreds, of hunchbacked, naked humanoids swarm unceasingly forward, brandishing shortsword, throwing axes, and clubs. They have no thought of safety, subtlety, or strategy, leaving others with no hope of stopping their mass assaults. Them, having come and killed, the gibberlings move on randomly back into the night.
The first impression of gibberlings is of a writhing mass of fur and flesh in the distant moonlit darkness. The pandemonium is actually a mass of pale, hunchbacked humanoids, with pointed canine ears, black manes surrounding their hideous, grinning faces. Their eyes are black, and shine with a maniacal gleam, their arms are overly long as they lope ever faster forward.
Gibberlings attack in great numbers, uttering ghastly howls, clicks, shrieks, and insane chattering noises which cause even the boldest hirelings to run in fear. Their forward motion slows only long enough to kill anything moving, then continues forward, their bloodlust apparently unabated. They always fight to the death. All food in their path is devoured, including the fallen amoung their own number, and any unfortified building or objects are generally wrecked.
The only hope of survival, should a herd of gibberlings be encountered, is to take strategic advantage of their fear and detestation of bright light. A bright bonfire or magical light of sufficient intensity will hold them at bay or deflect their path.
* The friendly arm inn has seen many Gibberling attacks of late, as the small monkey like creatures search the hillsides for food, efforts to quell the forces have beaten the creatures back into deep caves and dim lite forests for a time, though how gibberlings procreate is unknown, what is known is that they replenish there numbers quickly and are often near impossible to eradicate as a whole. Most all wildlife around the friendly arm inn has been eaten, and with the ever more dangerous beholder movements in the forest, what creatures are left have been seen seeking out other food sources near the tradeway roads, making travel very dangerous of late. Starving animals have eaten travelers and most of the eatable plantlife as dwindled down to near nothing. Druids have been seen around the tradeways and the unbalanced nature of the area has upset their neutrality.*
Kythorn 14th 1352 Howling on the tradeway
*gibberlings have attacked yet again in the dead of night, a large band of adventurers beat the tiny little creatures back to there cave, and built a bonfire at the entrance to keep them at bay for most of the nights remainder until... Unfortunately a unknown figure used magic to extinguish the fire allowing the horde of gibberlings to once again flood out into the hills north of the friendly arm inn. the battle was still won however, the unknown wizard escaped capture useing a teleport magic.. said wizard has yet to be captured and little more is known of him.*
They come screaming, jabbering, and howling out of the night. Dozens, maybe hundreds, of hunchbacked, naked humanoids swarm unceasingly forward, brandishing shortsword, throwing axes, and clubs. They have no thought of safety, subtlety, or strategy, leaving others with no hope of stopping their mass assaults. Them, having come and killed, the gibberlings move on randomly back into the night.
The first impression of gibberlings is of a writhing mass of fur and flesh in the distant moonlit darkness. The pandemonium is actually a mass of pale, hunchbacked humanoids, with pointed canine ears, black manes surrounding their hideous, grinning faces. Their eyes are black, and shine with a maniacal gleam, their arms are overly long as they lope ever faster forward.
Gibberlings attack in great numbers, uttering ghastly howls, clicks, shrieks, and insane chattering noises which cause even the boldest hirelings to run in fear. Their forward motion slows only long enough to kill anything moving, then continues forward, their bloodlust apparently unabated. They always fight to the death. All food in their path is devoured, including the fallen amoung their own number, and any unfortified building or objects are generally wrecked.
The only hope of survival, should a herd of gibberlings be encountered, is to take strategic advantage of their fear and detestation of bright light. A bright bonfire or magical light of sufficient intensity will hold them at bay or deflect their path.
* The friendly arm inn has seen many Gibberling attacks of late, as the small monkey like creatures search the hillsides for food, efforts to quell the forces have beaten the creatures back into deep caves and dim lite forests for a time, though how gibberlings procreate is unknown, what is known is that they replenish there numbers quickly and are often near impossible to eradicate as a whole. Most all wildlife around the friendly arm inn has been eaten, and with the ever more dangerous beholder movements in the forest, what creatures are left have been seen seeking out other food sources near the tradeway roads, making travel very dangerous of late. Starving animals have eaten travelers and most of the eatable plantlife as dwindled down to near nothing. Druids have been seen around the tradeways and the unbalanced nature of the area has upset their neutrality.*
Kythorn 14th 1352 Howling on the tradeway
*gibberlings have attacked yet again in the dead of night, a large band of adventurers beat the tiny little creatures back to there cave, and built a bonfire at the entrance to keep them at bay for most of the nights remainder until... Unfortunately a unknown figure used magic to extinguish the fire allowing the horde of gibberlings to once again flood out into the hills north of the friendly arm inn. the battle was still won however, the unknown wizard escaped capture useing a teleport magic.. said wizard has yet to be captured and little more is known of him.*