Adventurer's Guild ⛩️ Gates of Scribblia ⛩️: Open D&D Thread

Are you ready to roll the dice and let your story unfold?


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Lostinthecause

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As Advaya extended his arms and cautiously submerged his hands into the chilly river, he could feel the anticipation building with every passing moment. The fish continued its graceful dance, moving closer to him.

With heart pounding, he waited for the perfect opportunity. But just as he thought he had it within his grasp, a sudden surge of water and a quick, agile twist from the fish caused it to slip from his fingers. It darted away, disappearing into the depths of the river.
(Skill check failed :cry:)

Undeterred by his initial attempt, Advaya's determination only grew stronger as he watched the fish dart away. He knew that this time, he needed to be even more patient and precise.

Advaya carefully adjusted his position along the riverbank, finding a spot where the water was calm and the fish seemed to congregate. He remained as still as a statue, his focus solely on the shimmering, elusive prize below.

Minutes turned into an eternity as he waited, his hands poised just above the water's surface. The fish continued its elegant dance, weaving in and out of the dappled sunlight that filtered through the trees above.

Then, as if fate had decided to smile upon him, the fish ventured closer, almost teasingly. Advaya's heart raced, and his breath became shallow as he prepared for his second attempt.
 

Lostinthecause

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Once more he failed :cry: as the fish slipped from Advaya's grasp for the second time, a surge of frustration coursed through him. His jaw clenched, and his hands, still wet and empty, trembled with irritation.

Watching the fish swim away, its mocking dance in the water seemed to taunt him. Advaya felt anger welling up within him, a burning desire to conquer this elusive challenge. But he knew that in this moment, the lesson was clear – sometimes, nature humbled even the most determined.
 

Rhaps

Evil to the very Core
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Congratulations, you have unlocked a secret boss battle. Roll for initiative.

The spirit has heard your song, and is very much convinced to "go wild". It causes havoc in the Lodge, randomly throwing tables, chairs and other pieces of furniture around, causing food to splatter all over the place.

However, as soon as the commotion reached the scowling lodge owner, the spirit took notice of the gnome's unamused expression, who reached out as if to crush the spirit's presence with his bare hands.

The spirit immediately detached itself from the Lodge, deciding that it was a better idea to rampage around Town instead. Now there is a wild spirit on the loose, causing havoc(as in, displacing objects at random) within Guildinggston.

You look to the left, and then to the right, thankfully no one has noticed you communing with the spirit. That said, it would take a while for them to learn where the spirit came from, too.


Perhaps if you reported the "unforeseen event" to the Guild, you can get a bit of coin as reward? Or maybe you could "solve" it yourself and earn the trust of the townspeople?
Having my affinity changed from Good to Neutral by the grace of lord Smutos was bad, for the people around me that is.

I went off to perform with my flute at a random pole. So I roll a Performance check with Guidance.

15+14(cha)+2(Guidance)=31

People are loving my music, happily listening to the melody of the forest in an urban area. My tune brings them joy, and they give me money for my amazing performance.
 

Stealthy_Enigma

(❀⁠≽ᆺ≼)⊃~~~~✧ ꧁Floofy Ninja!!!꧂
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Refer to my post, there is a clarification on skill checks there. So, what kind of gear are you looking for, and how are you going to look for it?
Diging through the crates, Nadia searches for an unbroken weapon shaft, which she can modify into a staff or spear.

For protection, she opts for what she can get, hoping that there is at least some leather armor in decent condition.
 

Rhaps

Evil to the very Core
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Continuing on with my escapade, I use my music to channel my magic, I roll an Arcana check with Guidance for other spirits I can persuade.

Nat 20+6(int)+2(Guidance)=28

I can see the spirits around me, going around with wispy presence. Some look stronger than other.

I roll a Performance check with Guidance, for them to go wild.

3+14(cha)+2(Guidance)=19

The spirits ignored my requests
 

HungrySheep

I like yuri
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Jun 19, 2022
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Name: Eirawen Sen Mag
Race: Variant Human
Class: Noblewoman (Sorcerer if we're constrained to real classes)
Job: Princess
Alignment: Neutral Good
[Statistics]
Strength: 3+1 Racial for 4
Dexterity: 4
Constitution: 10
Intelligence: 10
Wisdom: 10
Charisma: 13+1 Racial for 14
As a longtime player of various tabletops, this dump central statline makes me nervous as hell.
Background: The crown princess of Aileach Kingdom, Eirawen has a lot to live up to, especially when it comes to mastering the arts of statesmanship and court politics. While adept at magic thanks to her gifted bloodline, the princess hasn't really seen much action on the front lines if at all.
Char3454 Transparent.png
 

HungrySheep

I like yuri
Joined
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EVENT #1

Title: "The Divine Convergence"
View attachment 21983

Description:
As your character opens eyes in the vast darkness, you are met with the arrival of a trio of godly figures, each radiating power and purpose. They beckon you closer, their intentions shrouded in enigmatic smiles. This is initiation before your character gets dropped into the world of Gates of Scriblia.

-:: Your options are::-

1.
**The Good Deity - Scriblos, Keeper of Light and Knowledge:**
A radiant goddess with luminous wings, Scriblos embodies purity and righteousness. She offers your character a brilliant orb of healing light. If you side with her, your character gains the ability to heal wounds and cure ailments more effectively, becoming a beacon of hope for your future party.
[Acquire skill - First-aid, change alignment permanently to Good. To accept; Type "Scriblos" and then roll d30 in next message]

2.
**The Neutral Deity - Smutos, Lord of the Other side:**
Smutos, a mischievous deity tempts you with mastery over the chaos of nature. He bestows a swirling, unpredictable skill upon you. Aligning with him grants your character the power to conjure wind, manipulate weather, and unleash the fury of the elements, reducing their armour (if any).
[Acquire skill - Skirt-blower, changes alignment permanently to neutral.
To accept; Type "Smutos" and then roll d30 in next message]

3.
**The Evil Deity - Hubrus, Mistress of Shadows:**
Hubrus, a shadowy and alluring figure, offers a dark pact. She promises dominion over shadows, granting your character shadowy abilities and manipulation of darkness. Siding with her lets you become a master of stealth and subterfuge, striking fear into the hearts of enemies.
[Acquire Skill - Absolute-Stealth, changes alignment permanently to evil.
To accept; Type "Hubrus", and roll d30 in next message.]


4.
** None or All - judgment authority against pride and greed (apostle of lawful deity) **
You can also feel another presence, which unlike the above three, this one is threatening. It gives you no option to choose from but instead waiting in case you try to take more or none.
[Acquire 3 negative status = Always_Injured, Skirt_less, Always_Taunting
Permanent -1 on hp, cannot equip lower body armours(that includes flimsy armour aka clothes), attracts trouble. Lawful deity dislike and Unaligned deity like you]

Each greater deity presents a tempting offer, aligning with your character's nature or personal beliefs. The choice is yours, and it may shape the destiny of your character.



Footnote:- Deities of lawful, chaos, true, and unaligned are separate. They will appear later in the D&D session.
Players, who haven't joined yet can join anytime by posting their first character creations replying to previous events and catching up to current ones.
How to roll dice in the thread?
type
!roll 1,30
Scriblos
 

Lodur

Eight virgin
Joined
Sep 9, 2020
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176
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Now that Hverf is dressed and at least somewhat equipped, it’s time to take a closer look at the town. Hverf retracts his horns and tail (he can change back at any moment, but he won't be able to do this trick again for at least a week), not knowing how the locals feel about tieflings (he's heard enough in his not-so-long life about “demonic spawn,” not to mention other unflattering epithets addressed to him, and doesn’t want to risk it), climbs back out the back window and goes to explore the local attractions.
Information about the theater group in 4 days gives him hope: maybe he will be able to get hold of a musical instrument, because they usually always have some kind of supply. The main thing is to agree on a price (well, or without a price...). It would be nice to do some extra work for this. Hverf drops by the Adventurers Guild. For some reason, none of the available quests particularly attracts him. Climb into the dragon's lair? Pure suicide. Fight giant rats? Not much better, given the circumstances (even if they promise a lot of money for them). Play at the races? He wasn’t born yesterday, and he knows what’s what, usually, in betting. And acting as a jockey, even with his dexterity, is not an option: he understands that there is practically no chance of coming first for someone who has never done this.
In any case, there is no reason to take on any of these tasks alone. He needs to find a suitable company. Looking into a nearby building, he sees a young fox girl. “Hello, I’m Werfy. I’m looking for a suitable activity for the next few days. How about saving baby dragons? Or getting rid of rats? Or maybe you know how to ride a horse?”, he asks her, in a high-pitched voice, which is already not so deep by nature.
 
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