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Everything posted by NewHere
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im very happy with everyone's characterization so far, it's great to see such a varied group! i hope you're enjoying the lil set up scene
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Though the party could not see it under her mask, the old wizard smiled gently at the party's discussions. When she did speak she was forced to pause part-way through her reply "I'm hesitant to speculate on the details-" breaking into a fit of hacking coughs and takes a deep breath accompanied by a deep swig of wine before continue. "I'm hesitant to speculate on the specifics of the Soulmonger, there are so many unknowns. It could be a person, or an object, or a spell, or any number of other mysteries. The only thing I can say with confidence is that it causes this affliction, and I pray to Mystra above that it's destruction will end it. Time is indeed of the essence, though the jungles of Chult are dangerous, and you'll need to find out more about Chult before finding the Soulmonger. There should be good time to find treasures of your own, though if the Soulmonger is as powerful as it seems, I imagine it may be accompanied by treasure of it's own." "In terms of the jungles? I have never personally entered them... I have visited Port Nyanzaru and know a little of their culture. That is where we will arrive, and you will have time to prepare and learn more. I believe there are guides who may have prescient advice, for a price I am sure. Everything has a price in Port Nyanzaru." "If you are ready, say so now and... I shall bring us there. My friend Wakanga will be expecting me."
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Indeed the servant pours a cup of water for Felicity wordlessly, she's ever-present though never makes her presence known unless requested. "That is my understanding, more or less, miss Felicity. I can only admit a lack of knowledge on the specifics of this device, it's name is known and little more. Attempts at divination that I have made... Have failed me, alongside many others." The maps on the wall show a variety of locations across Faerun, some of them appear to be relatively new but others are ancient and feature small notes and crosses along their various journeys, signs of practical use in years long since past. Many of them seem to feature routes through or neat chult, maps which are vague barring a line of travel in which more detail is given. There is one painting that comes to mind that Grom inspects, one of overwhelming beauty in a land beyond recognition. "There is a large history of undead stalking the jungles of chult, it would not be unreasonable to presume they are involved... But an artifact with the power to manipulate souls across the whole world is an extra-ordinary power... And it must surely be destroyed. It is not clear to me how much time remains for those of us who are fading, I have far more vitality than most and already see extremely potent effects." The former adventurer reaches over to a staff that leans against the desk and clutches it tightly as she explains "When you're ready to depart, I will teleport us all to Port Nyanzaru, the only major settlement in Chult. I've been there several times before, so there's little chance of mishap. Once there, I'll stay with a friend named Wakanga O'tamu. He's one of seven merchant princes who rule the city."
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just an honest mistake on my part
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"Of course, it is wonderful to see you again, Miss Inoria," she rasped, adjusting her strange seated contraption to tuck herself into the table. She nodded also to Fel, to whom she said, "If you do not wish to partake, you are welcome all the same. Water can be made available." She raised her hand momentarily, though before she had to call out too loudly, a servant approached and poured a glass of deep red, which she placed into Syndra's open hand. "Thank you. Now, I understand you are all busy people… so I shall not stand long on ceremony. In my many years as an adventurer, as one often does, I fell in battle. A devil’s spear," she clarified, placing a hand over her covered stomach with a soft wince. "A cleric of Lady Firehair was kind enough to ensure my departure was not permanent. It seems… this curse you’ve all heard about has struck me. I don’t know how much longer I’ll last before I perish. Clerics have no help to offer. They’re stymied by what is happening." "My contacts in the Harpers have learned that the cause of the death curse is a necromantic artefact called the Soulmonger. According to their sources, the Soulmonger is somewhere in Chult." She allowed them to interrupt with questions throughout her speech but had much to say. "Chult is a peninsula ringed with mountains and choked with rainforests. Enormous reptiles, savage goblins, and an army of undead prowl its jungles and ruins. Mapping the place has always been nigh impossible, and nothing is known about the region’s current geography beyond a few miles from the coast. Working from dozens of sea charts, logbooks, and explorers’ journals, I have assembled everything known about the current state of Chult into one map. I will provide it to you if you undertake my mission. The land of Chult is famously rich with treasure for adventurers—more than enough to make a fortune to last a lifetime… though I can also offer magical artefacts as payment once your quest is complete."
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Creaking loudly, the door to Syndra's room opens. A lit fireplace flickers in the corner behind a metal grate, and a few candles scattered around illuminate the room as the servant had described. The woman who must be Syndra was seated in rather peculiar chair, fastened with wheels so that it could be rolled across the floor. She's covered head to toe, though her feminine build is discernible nonetheless, with a white mask over her face though the rest of her body is shrouded in black. Her head shifts and she adjusts the blanket over her legs before speaking out in a dry, raspy tone "Help yourselves to wine, and seat yourselves, friends—I hope I may call you that." The wood-paneled room sports a fireplace, comfortable chairs, and a heavy table bearing goblets and bottles of wine. The darkly panelled walls are hung with maps and sea charts. Racks, shelves, and cabinets hold hundreds more rolled-up maps and charts.
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sorry if i didn't make it clear, but interacting with the manor was the next step. it is how you tell me you want to proceed, i wanted to say that clearly so you didn't feel confused and like you weren't sure what to do, but i may have confused you more by telling you that?
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After a few loud knocks on the door of the manor that reverberate throughout the building in quiet echoes, the sounds of footsteps gently snapping against wooden floorboards approach the entrance. With a few clicks, the door is unlocked and swings open, revealing the polite but cautious smile of a human servant. "Good day, sir, mistresses. Lady Syndra is expecting you," says she with tone that is unmistakably touched by a youth of poverty despite it's professional and cautious qualities. The woman stands at five feet eight inches tall, with a rather plain appearance—simple brown hair tied back behind her head, dark eyes, and a youthful complexion. She turns to lead you into the dimly lit interior, with little warmth or sound at all in the elaborate home. A number of pieces of furniture have sheets thrown over them with little care, and certain doors are thick with the sense of unuse. Her heels clack against the floor as she ascends a set of stairs, delicately lifting her long red skirt above her ankles as she does so, and moves around a corridor. Her apron is relatively clean despite its purpose, and she wears a tight-looking corset that bunches her breasts up, giving her a slightly buxom appearance. "The Lady Syndra does not respond well to lights and loud noises at the moment, so the curtains are closed, and the room is lit only by candles. Please, if you can respect the Lady’s sensitivity to noise, she would be most grateful." The walk takes about thirty seconds, and you have to act before you arrive. If you have nothing to add, simply say (Happy to continue) although feel free to interact with the servant or the house itself.
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no-one has roleplayed what they're going to do with the manor or how they're going to enter, so im just going to assume that one of you knocks on the door. if that's not the case let me know.
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@DreamsnThings @roll to seduce @WickedCadrach heyo! just wanted to prod you in terms of the scene, let me know if there's more to do or if you're ready to move on
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indeed! i'm happy to give you space to introduce yourselves and narrate as you like until you're ready to continue ^^
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you're all good! just waiting on one more introduction, you can rp amongst yourselves as you see eachother in the garden and introduce yourselves if you'd like before interacting with the manor
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yes as you arrive in the garden you'll see wicked's character already there
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no, you're all converging in the garden/entrance to the estate. you'll collectively enter the house when you all decide to do that. that's why i recommended not to interact/enter the manor in your first post, as everyone needs to at least arrive first.
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what i mean is im going to progress the scene when you decide to enter the manor or knock on the door or decide to sneak in or whatever you collectively do, and until then you can talk among yourselves and introduce yourselves etc. im telling you the button you push for the story to continue
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yeah that's totally fine! as long as it's not anything super lore breaking, im happy for you to include NPCs (especially in an introduction) the only thing i'd mention from wicked's post is im not sure who they're talking to at syndra's estate as i didn't describe anyone there, it's just the open gate, the garden and then the front door! but i wouldn't recommend interacting with the front door until everyone has narrated their arrival to the front garden, i mentioned interacting with the manor is how you move on and no-one else is there yet ^^
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For the past several days, the alleys and taverns of Baldur’s Gate have been abuzz with whispers of the so-called death curse—a wasting affliction that preys upon all who have ever been brought back from the dead. Victims wither day by day, growing frailer until death finally claims them once more. Worse still, no magic—no matter how powerful—can restore them, nor can it bring back the newly deceased. Priests and scholars alike are baffled, unable to unravel the mystery of a malediction that seems to stretch not just across the region, but perhaps the entire world. Baldur’s Gate—known to many simply as the Gate or Grey Harbour—stands as a thriving beacon of trade and opportunity on the Sword Coast. Merchants, wanderers, and opportunists alike flock to this sprawling metropolis, drawn by its wealth, neutrality, and endless prospects. Despite its reputation for gloomy weather, today the sun casts its golden light upon the rooftops, and the cobbled avenues are dry beneath the steady rhythm of passing boots. Though chaos lurks beneath the surface, the city’s ever-shifting population pays little heed to distant troubles. Few who dwell here were born within its walls; instead, generations of travelers, refugees, and adventurers have shaped it into a melting pot of cultures and ambitions. Maintaining order in such a restless place requires two distinct forces: the Watch and the Flaming Fists. The Watch serves as the official constabulary, patrolling the lanes and enforcing the law among the citizenry. Meanwhile, the Flaming Fists—a formidable mercenary company under the employ of the ruling Dukes—stand as the city’s unofficial enforcers, supposedly tasked with dealing with external threats. In practice, they often supplement the Watch, though their reputation for ruthlessness and profiteering precedes them. While they relish their authority, they remain cautious not to overstep and risk jeopardizing their lucrative contract with the city’s rulers. Though the fate of the living hangs in the balance, in Baldur’s Gate, the death curse is merely another topic of gossip, traded as casually as news of market prices or distant wars. To the untrained eye, life continues as usual—hawkers cry out their wares, revelers crowd the plazas, and the Watchmen make their rounds beneath the watchful eyes of stone gargoyles perched atop aging manors. Yet on this day, fate quietly weaves the threads of destiny, drawing together a group of strangers—unknown today, but brimming with untapped potential. Your invitation to the estate of Syndra Silvane has led you deep into the heart of the Upper City, a district of wealth, influence, and impeccable refinement. Perhaps you share a connection with Syndra, or maybe you've only heard whispers that the affluent former adventurer is funding an expedition to distant lands teeming with treasure. Whatever the case, your path has brought you here. The contrast between this opulent quarter and the bustling lower districts is stark—the streets are pristine, the architecture grand, and the air thick with the scent of perfumed gardens rather than the pungent aromas of the docks. A heightened presence of the Watch keeps the peace here, their patrols far more frequent than in the city's rougher quarters. The Flaming Fists, on the other hand, are a rare sight. Unless you are finely dressed, you draw the occasional wary glance from guards or a scrutinizing look from well-dressed passersby, some of whom are escorted by armoured retainers. At last, you arrive at Syndra’s estate. The massive wrought-iron gates stand open, leading into a meticulously maintained courtyard where vibrant flowers bloom in neat rows and trimmed hedges frame polished stone pathways. The grand house beyond is a vision of elegance, its towering windows reflecting the afternoon light. As you cross the threshold, the chatter of the city fades behind you, and the weight of the ordinary world falls away. Ahead lies something far greater than mere rumor—something that will change the course of your fate forever.
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looks good to me! the only thing i noticed is the spells are lacking some detials, but all i really need is the names ^^ i mentioned before i'd hope to get all sheets in by friday night with a hope to start saturday, and since i've gotten all the sheets in ill write the first message soon and we can go from there
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says i need access, i think it needs to be set to be viewable by all people
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looks good! i would like to get a full google docs sheet from all of you before we start so we can keep track of information as we go. i also notice that a couple of you mentioned already being in chult in your backstory, sorry if this wasn't clear enough in my primer post where i went into all the detail, but you're being recruited for an expedition to chult, not starting there ^^
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you can be a half harengon/half human if you want to go that route! i would say do whatever you like most, if you want to know my preference i'd have a soft preference for the humanish bunnygirl over the furry bunnygirl, but that doesn't mean i'd be unhappy or unwilling to do those scenes no matter which you choose ^^
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both look great! for inoria, as she's a high elf i'd reccomend checking out the new true strike! can be quite a nice damage cantrips for primary casters like clerics, altho all the classically useful wizard cantrips are also there ^^ for grom i love that he's arriving with no clothes at all and 18 hp is great! dwarf/barb is fantastic for that.
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sounds great! im excited to start
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i've wanted to see an illusionist wizard ever since i saw the new version, so it'll be exciting to see her in play! and a zealot barb will be very useful in chult im sure. in terms of your backgrounds/motivations, neither have any issues so feel free to go ahead with them! my only recommendation would be that your characters will be willingly putting themselves into an extreme amount of danger in the setting, and if they're the type to do that on a whim then cool, but if you want to tie a personal connection to Syndra (the patron of your expedition and someone suffering from the death curse) or the death curse in general, that might be helpful for your own character motivation. again, we can proceed without it if you don't think you'll need that and are more happy to just go with the flow and not be concerned as much about linking yourself into the campaign.
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1st level with your standard starting equipment and setup! sounds good! so we have a big muscle barbarian, a cleric of the goddess of beauty/love, and a sexy honey bunny! no problem with me if you decide to change anything from now, but it's good to have an idea of composition. we'll just need sheets and preferences from everyone. do we think that can be done by end of friday so we can start next weekend, or do you need more time than that?