History Roleplay / InterestingTimes

21st Mar '17 3:32:06 PM CzarnaPorzeczka
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* DrivenToSuicide: Sir Rekkart, upon having realised the truth. Thankfully, he was stopped in time.
* MyGodWhatHaveIDone: leads Sir Rekkart to wish to sacrifice himself.
* RoaringRampageOfRevenge
* UnfinishedBusiness
21st Mar '17 3:13:34 PM CzarnaPorzeczka
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* FateWorseThanDeath: being sent to the prison fortress.
* Room101: the "prison cells" for especially dangerous criminals.




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* FertileFeet: the giant walking through the forest caused all plant life to grow at an accelerated rate.
* PlantPerson: the druid shopkeeper.

21st Mar '17 3:00:49 PM CzarnaPorzeczka
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* BigWordShout: an important part of any courtroom drama.
* CombatPragmatist: Prince Gavril.




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* {{Homage}}: to the Franchise/{{Ace Attorney}} videogame series.

21st Mar '17 2:25:18 PM CzarnaPorzeczka
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Added DiffLines:

[[/folder]]

[[folder:Session 4.11 - The Basement]]
Having decided that Elenport is not the best place for the party to be anymore, the group heads north. Their destination: a very, very high security prison.

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[[/folder]]

[[folder:Session 4.12 - Roadside]]
Still reeling from what they saw in the fortress' basement, the group decide to head towards a forest housing a druidic circle. They get distracted, of course.

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[[/folder]]

[[folder:Session 4.12 - The Trees Have Eyes]]
In the forest, the group splits up. It wasn't their best idea.

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[[/folder]]

[[folder:Session 4.13 - Not So Blind Justice]]
After failing to find their missing companion, the group leaves the forest. On the road, they run into a bard, who - by complete coincidence - turns out to be very useful when they find themselves in trouble with the local law.

* ContinuityNod: during the court session, it turns out the party is suspected of being [[spoiler:the adventurers from the previous party.]]
1st Nov '16 9:16:26 AM CzarnaPorzeczka
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Deciding that they won't abandon a child in need (at least not before finding out there is one in the first place), the group

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Deciding that they won't abandon a child in need (at least not before finding out there is one in the first place), the group
group decides to brave Elenport's politics, and in the process, they meet several colourful personalities.
1st Nov '16 9:15:23 AM CzarnaPorzeczka
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The first formal meeting of our merry band. During a short stop to refill their ship's reserve of drinkable water, they notice a white flag on a hill, and upon approaching it, they find a dungeon.




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The voyage to Elenport continues, but not without an encounter with a ghost ship. After arriving in the harbour, the group accepts a request for help from the authorities.




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Investigating the reason why sailors are afraid of mooring close to one of Elenport's many small islands, the group quickly realises they stumbled upon a dangerous situation.




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For a change of pace, the group decides to look into the supposedly haunted abandoned courthouse. Of course, nothing is ever this easy, and they find themselves playing parts in a long-planned revenge.




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Deciding that they won't abandon a child in need (at least not before finding out there is one in the first place), the group




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The second request from the be-hatted man of mysteries sends the group to find a missing wizard in a deep, dark forest that many never return from.




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After the confusing disappearance of both Laertes and Wincent, the remaining three members of the group find themselves untangling a riddle given to them by an entity they don't quite understand.




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Searching for clues regarding the location of the Lantern of Desna, the group quickly realise it's their best bet to ask in Elenport's best speciality shop for thieves, The Secret Heart. However, finding the shop is a trial in itself.




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It turns out that the last person known to possess the lantern is someone the group has encountered before, and he's not going to give up any clues without a fight... or at least a very elaborate chase sequence.
24th Oct '16 11:42:52 AM CzarnaPorzeczka
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!!Interesting Times the Role-play Archive:

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!!Interesting Times the Role-play Archive:
Role-play: Season Four:



[[#Session0101]]
[[folder:Session 101 - Kicking down the door]]

Teaser: A ragtag bunch of misfits want to try their luck in the recently famous kingdom of Ilyrium. Their dreams of gold, fame and Adamantium are however tested even before they set foot in the kingdom itself - the border is closed to all. What should have been a simple quest turns into a swear-filled dungeon crawl of almost epic proportions as the team learns its first lesson: dwarves are f***ing insane. Also, you can't stab a hydra's head off.

Progress map:

Session log:

The Tropes:

* HydraProblem - in the literal sense. The team's final enemy before they were allowed to leave the dwarven catacombs was a hydra. It should have been a breeze, but our heroes suddenly found themselves with a lot of piercing or blunt weapons, but not a sword or capable swordsman in sight. While in the end everybody managed to pull through on some really basic swordsmanship and vials with acid and/or fire, the battle itself was more of a hectic parody than a real fight.
* MalevolentArchitecture - the team's first encounter with the wonders of dwarven architecture. Also the birthplace of the "dwarf walks into toilet and dies" joke. Dwarves of Ilyrium have turned out to be some of the most paranoid beings around, with traps, blind doors and retractable stairs galore. And that's just off the top of the trauma list.
* FetchQuest - the path not taken: the captain of the guard lost his armor plate to a goblin raid. The team was given a choice of either retrieving said armor from the goblin camp or going through some decrepit dwarven ruins. If only they knew what awaited them ...
* BrokenBridge - the closed border.
* InterestingSituationDuel - Fighting a hydra while in a semi-submerged corridor is a... peculiar idea.

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[[#Session0101]]
[[folder:Session 101 4.01 - Kicking down Three Kinds of People]]

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[[/folder]]

[[folder:Session 4.02 - Safe Harbour]]

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[[/folder]]

[[folder:Session 4.03 - Shadow of a Doubt]]

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[[/folder]]

[[folder:Session 4.04 - Hangman's Noose]]

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[[/folder]]

[[folder:Session 4.05 - Good Intentions]]

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[[/folder]]

[[folder:Session 4.06 - Whose Woods These Are]]

*BigCreepyCrawlies:
the door]]

Teaser: A ragtag bunch
group encountered several Ankhegs in an underground network of misfits want tunnels... and then some more.
*DontGoInTheWoods
*LostWorld: the forest is full of remains of a long-gone civilisation.
*MagicMusic: in a moment of inspiration, Wincent decided
to try their luck playing the magical flute from a few quests ago in the recently famous kingdom ruined amphitheatre. His performance was so good the party ended up with stat bonuses.
*MoralDilemma: Eliash was faced with one while the rest
of Ilyrium. Their dreams of gold, fame and Adamantium the party explored tunnels - he overheard goblins passing by, as well as their weeping captives, but was previously told to guard the rope his companions entrusted him with at all costs.
*NatureSpirit: the group encountered a lake nymph. It ended badly.
*PsychopathicManchild: the goblins.
*RuinsforRuinsSake: there
are however tested even before they set foot plenty Elven ruins in the kingdom itself - the border is closed to all. What should have been a entire forest. Some of them are simple quest turns into a swear-filled dungeon crawl of almost epic proportions as the team learns its first lesson: dwarves - roads, statues, mausolea... Others are f***ing insane. Also, you can't stab a hydra's head off.

Progress map:

Session log:

The Tropes:

* HydraProblem
giant amphitheatre.
*TheUndead: plentiful
- in the literal sense. The team's final enemy before they were allowed to leave the dwarven catacombs was a hydra. It should have been a breeze, but our heroes suddenly found themselves with a lot of piercing or blunt weapons, but not a sword or capable swordsman in sight. While in the end everybody managed to pull through on some really basic swordsmanship and vials with acid and/or fire, the battle itself was more of a hectic parody than a real fight.
* MalevolentArchitecture - the team's first encounter with the wonders of dwarven architecture. Also the birthplace of the "dwarf walks into toilet and dies" joke. Dwarves of Ilyrium have turned out to be some of the most paranoid beings around, with traps, blind doors and retractable stairs galore. And that's just off the top of the trauma list.
* FetchQuest - the path not taken: the captain of the guard lost his armor plate to a goblin raid. The team was given a choice of either retrieving said armor
from vampire goblins to ancient elves stolen from their coffins for this purpose.
*VillainSong:
the goblin camp or going through some decrepit dwarven ruins. If only they knew what awaited them ...
* BrokenBridge
song sang by goblins certainly qualifies.

[[/folder]]

[[folder:Session 4.07
- the closed border.
* InterestingSituationDuel
One Plus One Equals One]]

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[[/folder]]

[[folder:Session 4.08
- Fighting a hydra while in a semi-submerged corridor is a... peculiar idea.
Respect Those Who Came Before You]]

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[[/folder]]

[[folder:Session 4.09 - Buyers Beware]]

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[[/folder]]

[[folder:Session 4.10 - Hidden In Plain Sight]]

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25th Sep '16 12:31:11 PM Morgenthaler
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* ArmyOfTheDead – Minevra’s defense force or at least what the team suspected at first, seeing overturned graves in every village they passed by.

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* ArmyOfTheDead – NightOfTheLivingMooks– Minevra’s defense force or at least what the team suspected at first, seeing overturned graves in every village they passed by.
6th Jul '16 9:43:35 AM Alvis
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Added DiffLines:

[[/folder]]

!!Interesting Times the Role-play Archive:

[[foldercontrol]]

[[folder:General]]

[[/folder]]
[[#Session0101]]
[[folder:Session 101 - Kicking down the door]]

Teaser: A ragtag bunch of misfits want to try their luck in the recently famous kingdom of Ilyrium. Their dreams of gold, fame and Adamantium are however tested even before they set foot in the kingdom itself - the border is closed to all. What should have been a simple quest turns into a swear-filled dungeon crawl of almost epic proportions as the team learns its first lesson: dwarves are f***ing insane. Also, you can't stab a hydra's head off.

Progress map:

Session log:

The Tropes:

* HydraProblem - in the literal sense. The team's final enemy before they were allowed to leave the dwarven catacombs was a hydra. It should have been a breeze, but our heroes suddenly found themselves with a lot of piercing or blunt weapons, but not a sword or capable swordsman in sight. While in the end everybody managed to pull through on some really basic swordsmanship and vials with acid and/or fire, the battle itself was more of a hectic parody than a real fight.
* MalevolentArchitecture - the team's first encounter with the wonders of dwarven architecture. Also the birthplace of the "dwarf walks into toilet and dies" joke. Dwarves of Ilyrium have turned out to be some of the most paranoid beings around, with traps, blind doors and retractable stairs galore. And that's just off the top of the trauma list.
* FetchQuest - the path not taken: the captain of the guard lost his armor plate to a goblin raid. The team was given a choice of either retrieving said armor from the goblin camp or going through some decrepit dwarven ruins. If only they knew what awaited them ...
* BrokenBridge - the closed border.
* InterestingSituationDuel - Fighting a hydra while in a semi-submerged corridor is a... peculiar idea.
6th Jul '16 9:41:32 AM Alvis
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* Alvis: somewhat ditzy thief with a penchant for falling into traps and getting into trouble.
* Cynthia: psychotic barbarian and the brawn of the team - the only real man around, despite being a woman.
* Reich: positive minded cleric who has trouble fitting in.
* Tybald: noble elven mage, usually either absorbed in his books or plotting some Machiavellian scheme.

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* Alvis: a somewhat ditzy thief with a penchant for falling into traps and getting into trouble.
* Cynthia: a psychotic barbarian and the brawn of the team - the only real man around, despite being a woman.
* Reich: a positive minded cleric who has trouble fitting in.
* Tybald: a noble elven mage, usually either absorbed in his books or plotting some Machiavellian scheme.



* Eliash: a paladin in the service of Lady Iomeade. A simple but righteous man. Sometimes too simples.

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* Eliash: a paladin in the service of Lady Iomeade. A simple but righteous man. Sometimes too simples.simple.



!!Interesting Times the Role-play Archive:

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!!Interesting Times the Role-play Archive:
Role-play:



[[/folder]]

!!Interesting Times the Role-play Season 4:

[[foldercontrol]]

[[folder:General]]

[[/folder]]
[[#Session0101]]
[[folder:Session 101 - Kicking down the door]]

Teaser: A ragtag bunch of misfits want to try their luck in the recently famous kingdom of Ilyrium. Their dreams of gold, fame and Adamantium are however tested even before they set foot in the kingdom itself - the border is closed to all. What should have been a simple quest turns into a swear-filled dungeon crawl of almost epic proportions as the team learns its first lesson: dwarves are f***ing insane. Also, you can't stab a hydra's head off.

Progress map:

Session log:

The Tropes:

* HydraProblem - in the literal sense. The team's final enemy before they were allowed to leave the dwarven catacombs was a hydra. It should have been a breeze, but our heroes suddenly found themselves with a lot of piercing or blunt weapons, but not a sword or capable swordsman in sight. While in the end everybody managed to pull through on some really basic swordsmanship and vials with acid and/or fire, the battle itself was more of a hectic parody than a real fight.
* MalevolentArchitecture - the team's first encounter with the wonders of dwarven architecture. Also the birthplace of the "dwarf walks into toilet and dies" joke. Dwarves of Ilyrium have turned out to be some of the most paranoid beings around, with traps, blind doors and retractable stairs galore. And that's just off the top of the trauma list.
* FetchQuest - the path not taken: the captain of the guard lost his armor plate to a goblin raid. The team was given a choice of either retrieving said armor from the goblin camp or going through some decrepit dwarven ruins. If only they knew what awaited them ...
* BrokenBridge - the closed border.
* InterestingSituationDuel - Fighting a hydra while in a semi-submerged corridor is a... peculiar idea.
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