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Old School Hack» Forums » Play By Forum

Subject: White Plume Mountain (2013 Newbie Initiative) - IC Thread rss

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Welcome to the S2: White Plume Mountain Newbie PBF game!

Here are some appropriate links for this game:
White Plume Mountain (2013 Newbie Initiative) Character Geeklist
White Plume Mountain (2013 Newbie Initiative) - CharGen/OOC Thread
White Plume Mountain Newbie PBF Signup Geeklist Item

This is the IN CHARACTER Thread for an Old School Hack rendition of the classic White Plume Mountain. Please subscribe to this thread; for future ease of locating it I also recommend using a quicklink. (If you don't know what that is, just ask!)

Here are some other helpful threads that you may find useful:
Visual Guide to Basic use of the GeekRoller with examples
Play-by-forum FAQ and Reference
Tips for new users in PBF games
RPG Geek User Guide
2013 RPGG Newbie Initiative signup Geeklist
Play On Target Podcast - What's the Deal with PBF Gaming?, announced here: Play On Target Announcement
Some Tips on Having Great Play-by-Forum-Games (by your GM!)

This thread is specifically for IN CHARACTER action. Posts here should be rooted in the game world; you may make quick out-of-character comments, but please gray them out for ease of identification, and please take longer conversations to the OOC thread.

RULES FOR THE PLAY-BY-POST GAME:

1. Posting Schedule: players should check the thread a minimum of once every weekday, more if possible, and to respond within 24 hours if required by the story. (In reality, that probably means you'll be posting every couple of days.) I do understand the difficulties of posting this often, and this can be complicated by time zones, so I ask that everyone try to be courteous and patient. I will be online every day and will check and respond to anyone who has performed an action or asked a question.

2. If a player misses the posting deadline, the game will go on and that person will be skipped. If this happens in the middle of combat the PC misses their turn. If it happens during a role-playing or decision making point, then that PC is assumed to remain quiet and assent to whatever decision the other PCs have come to.

3. If a player knows they are going to be out of internet range for an extended period, they can arrange for another player to post for their PC if they feel it necessary. This is at the discretion of the two players and the DM will okay it with a word of approval from BOTH players.

4. This should go without saying in this group, but please be respectful towards your fellow players and the GM. This game is meant to be fun and I’d like to keep it that way. I know none of you really need this reminder, but it is better to have it as a general rule than not mention it.

5. Please feel free to ask me anything else that you would like to know.

(Thanks to lorddillon, from whom I shamelessly stole much of this.)
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Reserved for Quick References later on.
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Several weeks ago, three highly valued magic weapons with the cryptic names Wave, Whelm, and Blackrazor disappeared from the vaults of their owners in the midst of the fabulous metropolis of Greyhawk. Rewards were posted, servants were hanged, and even the sanctuary of the Thieves’ Guild was violated in the frantic search for the priceless arms, but not a single clue turned up until the weapons’ former owners (all wealthy collectors) each received a copy of a strange note:

Search ye far or search ye near,
You’ll find no trace of the three
Unless you follow instructions clear,
For the weapons abide with me.

North past forest, farm, and furrow
You must go to reach the feathered mound.
Then down away from the sun you’ll burrow—
Forget life, forget light, forget sound.

To rescue Wave, you must do battle
With the Beast in the Boiling Bubble.
Crost cavern vast, where chain-links rattle
Lies Whelm, past waterspouts double.

Blackrazor yet remains to be won
Underneath inverted ziggurat.
That garnered, think not that you’re done,
For now you’ll find you are caught.

I care not, former owners brave,
What heroes you seek to hire.
Though mighty, each shall be my slave
Or vanish into the fire.

K



White Plume Mountain has tentatively been identified as the “feathered mound” mentioned in the poem. Sages further agree that the “K” signature refers to Keraptis, but most insist that the writer must be an imposter. After all, who can believe the note really comes from the magician of legend after 1,300 years?

For Keraptis is not a name to be taken lightly, nor his dreaded abode. White Plume Mountain has always been a place of superstitious awe to the neighboring villagers. People travel many miles to gaze upon this natural wonder, though few are willing to approach it closely, since it is reputed to be the haunt of various demons and devils. The occasional disappearance of those who stray too close to it reinforces this belief.

Thirteen hundred years ago, the mad wizard Keraptis, who had even challenged the gods, found the volcano. Taking with him his fanatically loyal company of renegade gnomes, he disappeared below White Plume Mountain and vanished from the knowledge of men. Today, the once-feared name of Keraptis is little known even to learned scholars.
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The former owners of Wave, Whelm, and Blackrazor have each outfitted a group of intrepid heroes to take up the challenge. You are one of those groups: tasked to find Whelm, legendary trident. You have traveled for days and finally stand within sight of the mountain, a feathery plume of pure white smoke wafting almost lazily above it as you watch. It is just another hour away at the brisk pace you have held thus far.

As you turn one of the path's switchbacks, though, you come up short. There before you stands an enormous man - or, at least, what you assume to be a man - in jet black armor, with a helm that hides even his eyes. His hands are crossed over an axe the size of two men. Behind him, a tiny woman in robes peers out at you. "What ho, adventurers on the road to White Plume Mountain? You are too late, friends," she sneers. "We claim this mountain, and its ill-gotten treasures, for our master in Greyhawk. Go on now, go back to your hidey-holes." The black knight simply nods once.

What do you do?
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Tenheim looks over the two, contemplating if they have anything of value.
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Icewind stands frozen with a scowl on his face, not a inch stirring, save for the restless rustling of his hair.

"By what right do you stake your claim? Prove your claim if you can. If you cannot, then we have no quarrel with you. Why should we not combine our efforts? Surely there is danger enough for all of us in there."
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Nurh the goblin has a look at the surroundings
to see if there is a way to skulk around the
black armored man since the tiny woman could
be more within his grasp if the talking will
lead to some violently unfriendly action.

While looking around he can't stop himself to
notice two very promising holes in the ground
typical for those juicy centipedes he likes so much.
Absent minded he mumbles: "This may be my lucky day".

Icewind's reply brings Nurh's attention back
to the surroundings while he moves his hand
in direction of the wire bound grip of his
stiletto while a thought crosses his mind "Been there ..."
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The well-armored woman to left of Icewind nods. "Never hurts to have back-up. Especially if there's a wizard in there."

She doesn't draw her quite-hefty sword, but doesn't seem all that reluctant to, either.
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The armored man has no apparent valuables - other than his axe, which looks like people would pay a great deal of coin to keep away from their tender necks. But then again you can't see much beneath his armor.

The woman is bedecked in jewelry, sparkling and glittering - but also, you have a feeling, magical in some way.

"By what right? You need legal arguments? Contracts and deeds? Ha ha ha. My friend here has no patience for such things. His contract is the axe," she sneers. "But still, collaboration, that sounds nice. We will wait here and guard your rear. You may enter the mountain as you like. When you emerge we will...discuss...a fair and equitable distribution of the loot."
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Tenheim's eyes are fixed upon the woman's jewelry. Must resist. Must resist. he keeps telling himself. But perhaps just a little something before the grand adventure starts? No, no. Not yet. He takes his eyes off of the woman and rubs them.
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Antika looks a bit gobsmacked at the woman's statement, and breaks into raucous laughter. Her hand doesn't stray from the hilt of her sword, though.
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Icewind remains stock still at the woman's arrogant suggestion. Then slowly, a corner of his mouth curls up slightly. Forthright and direct, deception and trickery are abhorrent to him. The Wind is transparent and just, blowing over the good and the bad equally.

"Let's not waste any more time with word games. It appears that we will not be co-operating, in which case we may as well settle our differences now. Is that your desire?"
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The woman winks at the armored form and then smirks at you. "Ah, you propose a melee, most base of all ways to resolve differences. And, of course, you do so when there are five of you, and only two of us. How typical of a cleric who worships the fickle Wind, don't you think? Or did you wish to challenge the Black Knight yourself, man to man, or woman to man, or even woman to woman?" she says with a wink and a flourish of her wand.
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Icewind replies with a cool smile, "If you are afraid of us hurting you, then we can have a battle of wits if that is your wish. But be quick about it and make up your mind. We have a huge responsibility placed on us by our employer that brooks no further delay."
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Nurh the Goblin gets impatient and decides
to go after those centipedes while the big boys
do the talk. This has also the not to be sneezed
at advantage to put some distance between himself
and that axe the size of two men, to spread the
party if some vicious sorcerer spell should occur
and finally being a first step to get around the
enormous man and his puppeteer. So he says louder
then necessary: "I am getting hungry
over all this talking. Who joins me to see if we
can catch some centipedes?"

Without waiting for a reaction Nurh leaves the path
and walks half-left towards the presumed prey while
taking out a skewer.
(Nurh pokes in the holes for a centipede against his charm (getting "lucky") with 1d12 +0: ) 1d12 +0 = (7) + 0 = 7
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  • 245847. stefan_f
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  • (Nurh pokes in the holes for a centipede against his charm (getting "lucky") with 1d12 +0: )
  • Thu Jan 17, 2013 7:30 pm
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Tenheim follows Nurh for a bit. Yes, a bit of grub right now does sound good. He then wanders behind the black knight and sorceror, crouching slightly as if to pick some centipedes.
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Antika's eyes focus on that wand for a long, long moment. Then she turns, looks at Icewind, and breathes deeply, watching him for a sign, hand now resting on hilt.
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Tenheim just can't stop thinking about those sparkly baubles. He goes after something on her belt.

Busy Hands: Cunning(+2) 1d12+2 = (9) + 2 = 11
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  • 246192. bulldog93
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  • Fri Jan 18, 2013 4:38 am
"L'état, c'est moi."
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Hermann says Just a moment... and consults his magic tome.
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I'm going to move around the timeline a bit, let's delay the pickpocketing until the others are through...

As Tenheim maneuvers himself around, Nurh heads up the slope to catch some delicious (though as-yet-unseasoned) centipedes.

Centipede difficulty 1d12 = (2) = 2

Nurh is a master centipede hunter, of course, and within moments he has two crunchy centipedes dangling from his stiletto!

Meanwhile, Hermann recognizes this pair! Monan, the Black Knight, was formerly one of the Free Cities pre-eminent nobles - but his family was disgraced, and cast down from their position, and since then he has become a mercenary together with his consort, the sorceress Jezehell.

The stories say they have only been defeated once...and as Hermann opens his book of power he sees that tale unfold before him!

Hermann, can you tell us how Jezehell and Monan were defeated that time?
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  • 247157. vestige
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  • Sat Jan 19, 2013 4:22 pm
"L'état, c'est moi."
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Hermann reads to his companions, out of earshot from the pair... ... and apparently the pair could not resist personal challenges as their honour relied on their taking on all challenges. Jezehell is the smart one of the pair, but is not skilled at arms, while Monan, a very skilled swordsman, is very bad at puzzles and riddles. The one time they were defeated, their opponents challenged them to duels - Jezehell lost in a sword fight, and Monan was check mated in a game of chess after only seven moves...

Our path seems clear. Anyone have a chess board?
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Antika blinks. "Ummm ... no?"

She thinks really hard. "I have a sword though."
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How about Hermann challenges the black knight to a riddle contest and Antika challenges the wizard to armwrestling?
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You can see the Black Knight's grip on his sword tightening as Hermann reads his story, and Jezehell's eyes blaze, while her mouth works in anger...but no words come out.

It is at this point that Tenheim slips by the woman, grabbing one of the jeweled ringlets at her belt...

Jezehell Awareness 1d12+1 = (8) + 1 = 9

She pushes the thief away, angry, but not before he grabs the bauble! And Hermann's story is so distracting that she appears not to have noticed the theft.

"Dredging up insults from the past? Of course, that is the way of you hired hands. Honor-less. Well, I for one see no reason to dignify your insults with a response, certainly not a graceless challenge to play some games. We have already agreed to let you pass. So be on your way, and quit insulting your betters."
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  • 248097. vestige
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  • Mon Jan 21, 2013 7:00 am
"L'état, c'est moi."
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Hermann snaps the book shut. That is exceedingly kind of you. Come my friends, let us be on our way then.
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